Thanks a bunch, will try it out fist thing tomorrow morning :) On Dec 16, 2015 10:55 PM, "Frank Rueter|OHUfx" <fr...@ohufx.com> wrote:
> Try this for starters (select node with multiple channels before running > this): > > n = nuke.selectedNode() > > bbox = n.bbox() > > layers = set([i.split('.')[0] for i in n.channels()]) > > removeNode = nuke.nodes.Remove() > > removeNode.setInput(0, n) > > inNode = removeNode > > # create text per layer > > for layer in layers: > > textNode = nuke.nodes.Text2() > > textNode['box'].setValue((bbox.x(), bbox.y(), bbox.x() + bbox.w(), > bbox.y() + bbox.h())) > > textNode['output'].setValue(layer) > > textNode['message'].setValue(layer) > > textNode.setInput(0, inNode) > > inNode = textNode > > # create contact sheet for AOVs > > layerCC1 = nuke.nodes.LayerContactSheet() > > layerCC1.setInput(0, n) > > # create contact sheet for text > > layerCC2 = nuke.nodes.LayerContactSheet() > > layerCC2.setInput(0, inNode) > > # use Saturation node to show text in all channels > > satNode = nuke.nodes.Saturation(channels='all', saturation=0, > mode='Maximum') > > satNode.setInput(0, layerCC2) > > # merge text on top of layer contact sheet > > mergeNode = nuke.nodes.Merge() > > mergeNode.setInput(0, layerCC1) > > mergeNode.setInput(1, satNode) > > > > On 17/12/15 10:41 am, Charles Taylor wrote: > > Ya, python looping through the layers, then lots of shuffles and text > nodes and tiling the lot of them. We did it as a run-once process at > rendertime for the contact-sheet process; interactively, the normal node is > fine. This approach also allows you to sort the layers before tiling, so > you get alphabetized (or whatever) results. > > ./c.t > > On 12/16/2015 03:56 PM, Johan Forsgren wrote: > > Charles: exactly, text nodes as in multiple text nodes to create the the > rows/columns? How were they generated? I could imagine creating text nodes > and transforms in a nested forloop (for x in width: for y in height: > dostuff(x,y) )with a python script, but is there a more interactive or > responsive approach to this perhaps? > On Dec 16, 2015 9:31 PM, "Charles Taylor" <ctay...@spinvfx.com> wrote: > >> That button enables an overlay in the viewer that is not actually in the >> image; it does not get rendered out. >> >> What we ended up doing for that was making our own LayerContactSheet node >> that used Text nodes to burn the layer names in. >> >> ./c.t >> >> On 12/16/2015 03:28 PM, Frank Rueter|OHUfx wrote: >> >> The LayerContactSheet node has a "show layer names" checkbox at the >> bottom. >> >> >> On 16/12/15 11:02 pm, Johan Forsgren wrote: >> >> Hi guys, im having a bit of a problem. I have a couple (of thousands) of >> multiexrs to comp, Each one has between 10 and 100 layer channels. Just >> flipping between them can become quite cumbersome. So I thought it would be >> great to add a layerContactSheet to our comp. The problem is its taking >> ages to load. If you take into account the sheer volume of images we need >> to iterate through the time spent just waiting for the contactsheet to be >> generated would be enormous. >> >> So, my solution was to create another comp that just rendered out jpeg of >> the contactsheet and send it up to the renderfarm. The images could then be >> viewed in the main comp. >> But here another problem pops up. The layer names is'nt rendered with the >> contact sheet, so i get a nice sheet which is totaly useless if you want to >> find out which layer has what name. >> >> Sooooo, is there any magical way of 'baking' the layernames into the >> rendered images? >> That would be awesome. >> >> Secondly. I came up with a pretty hacky workaround, where basically was >> able to get the viewer to not remove the layer names from the display, I >> then imposed them on the jpeg. >> The problem here is that each time the contact sheet is rendered out it >> seems randomize the layout order. So wrong name end up on top of wrong >> layer. Whats up with that? >> >> Anyway, sorry about the long (and probably terribly misspelled) text. And >> thanks for any input you might have. >> >> >> _______________________________________________ >> Nuke-python mailing listnuke-pyt...@support.thefoundry.co.uk, >> http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python >> >> >> -- >> [image: ohufxLogo 50x50] <http://www.ohufx.com> *vfx compositing >> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and >> consulting <http://ohufx.com/index.php/vfx-customising> * >> >> >> _______________________________________________ >> Nuke-python mailing listnuke-pyt...@support.thefoundry.co.uk, >> http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python >> >> >> >> _______________________________________________ >> Nuke-python mailing list >> Nuke-python@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python >> >> > > _______________________________________________ > Nuke-python mailing listnuke-pyt...@support.thefoundry.co.uk, > http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python > > > > > _______________________________________________ > Nuke-python mailing listnuke-pyt...@support.thefoundry.co.uk, > http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python > > > -- > [image: ohufxLogo 50x50] <http://www.ohufx.com> *vfx compositing > <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and > consulting <http://ohufx.com/index.php/vfx-customising> * > > _______________________________________________ > Nuke-python mailing list > Nuke-python@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-python > >
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