Thanks guys, I also think we have a great community, and it's a pleasure to
share when possible, as much as it is to learn from everyone who
participates.

@Thorsten: thanks for the Windows compile. I'll upload it to Nukepedia as
well.

Cheers,
Ivan

On Fri, Mar 23, 2012 at 5:44 PM, Michael Garrett <michaeld...@gmail.com>wrote:

> Totally agree it's made all the difference since the Shake days.  Thanks
> Ivan for contributing this (and all the other stuff!).
>
> Ari, I do have a gizmo version of a depth to Pworld conversion but it
> assumes raw planar depth from camera.  Though once you start factoring in
> near and far clipping planes, and different depth formats, it gets a bit
> more complicated.  Ivan may have something to say on this.
>
> Michael
>
>
>
>
> On 23 March 2012 03:16, ari Rubenstein <a...@curvstudios.com> wrote:
>
>> Wow, much appreciated.
>>
>>
>> Thinking back to how artists and studios in the film industry used to
>> hold tight their techniques for leverage and advantage, it's great to see
>> how much "this" comp community encourages and props up one another for
>> creative advancement for all.
>>
>> Thanks again Ivan
>>
>> Ari
>>
>>
>> Sent from my iPhone
>>
>> On Mar 23, 2012, at 3:16 AM, Ivan Busquets <ivanbusqu...@gmail.com>
>> wrote:
>>
>> Hey Ari,
>>
>> Here's the plugin I mentioned before.
>>
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>>
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
>> uploaded the source code as well, so someone else can compile it for
>> Windows if needed
>>
>> Hope it proves useful.
>> Cheers,
>> Ivan
>>
>> On Wed, Mar 21, 2012 at 2:55 PM, <a...@curvstudios.com> wrote:
>>
>>> thanks Frank for the clarification.
>>>
>>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>>> wrapped into a tool as well, but I'd love to see your approach as well.
>>>
>>>
>>>
>>> , >>
>>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >> animated, deformable piece of geo)... and your using a static camera
>>> >> (say
>>> >> a single frame of your shot camera)... is there a way to do something
>>> >> akin
>>> >> to Maya's "texture reference object" whereby the UV's are changed
>>> based
>>> >> on
>>> >> this static camera, for all the subsequent frames of the obj sequence
>>> ?
>>> >
>>> >
>>> > I've got a plugin that does exactly that. I'll see if I can share on
>>> > Nukepedia soon.
>>> >
>>> > Cheers,
>>> > Ivan
>>> >
>>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter <fr...@beingfrank.info>
>>> > wrote:
>>> >
>>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>>> >> the
>>> >> camera frustum and1,1 in the upper right.
>>> >>
>>> >> 2 - been waiting for that feature a long time ;).It should be logged
>>> as
>>> >> a
>>> >> feature request but would certainly be good to report again to make
>>> sure
>>> >> (and to push it in priority)
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>> >>
>>> >>> couple more questions:
>>> >>>
>>> >>> 1)  if imported geo does not already have UV's, will UVproject
>>> create a
>>> >>> new set or does it require them to...replace them ?
>>> >>>
>>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >>> animated, deformable piece of geo)... and your using a static camera
>>> >>> (say
>>> >>> a single frame of your shot camera)... is there a way to do something
>>> >>> akin
>>> >>> to Maya's "texture reference object" whereby the UV's are changed
>>> based
>>> >>> on
>>> >>> this static camera, for all the subsequent frames of the obj
>>> sequence ?
>>> >>>
>>> >>> ..sorry if I'm too verbose...that was sort of a stream of
>>> consciousness
>>> >>> question.  Basically I'm asking if there is an easier way then my
>>> >>> current
>>> >>> method where I export an obj sequence with UV's, project3D on a
>>> single
>>> >>> frame, render with scanline to unwrapped UV, then input that into the
>>> >>> full
>>> >>> obj sequence to get my "paint" to stick throughout.
>>> >>>
>>> >>> oy, sorry again.
>>> >>>
>>> >>> Ari
>>> >>> Blue Sky
>>> >>>
>>> >>>
>>> >>>
>>> >>>  ivanbusquets wrote:
>>> >>>>
>>> >>>>> You can think of UVProject as a "baked" or "sticky" projection.
>>> >>>>>
>>> >>>>> The main difference is how they'll behave if you transform/deform
>>> >>>>> your
>>> >>>>> geometry AFTER your projection.
>>> >>>>>
>>> >>>>> UVProject "bakes" the UV values into each vertex, so if you
>>> transform
>>> >>>>> those vertices later on, they'll still pull the textures from the
>>> >>>>> same
>>> >>>>> coordinate.
>>> >>>>>
>>> >>>>> The other difference between UVProject and Project3D is how they
>>> >>>>> behave
>>> >>>>> when the aspect ratio of the camera window is different than the
>>> >>>>> aspect
>>> >>>>> ratio of the projected image.
>>> >>>>> With UVProject, projection is defined by both the horizontal and
>>> >>>>> vertical aperture. Project3D only takes the horizontal aperture,
>>> and
>>> >>>>> preserves the aspect ratio of whatever image you're projecting.
>>> >>>>>
>>> >>>>>
>>> >>>>> Hope that makes sense.
>>> >>>>>
>>> >>>>> Cheers,
>>> >>>>> Ivan
>>> >>>>>
>>> >>>>>
>>> >>>>> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper<nuke>  wrote:
>>> >>>>>
>>> >>>>>                 hey Nukers, may be a very basic question, but i
>>> >>>>> wanted
>>> >>>>>> to know
>>> >>>>>>
>>> >>>>> what is the difference between the two, i do a lot of clean up
>>> >>>>> work everyday and i am kind of confused when to use the uv project
>>> >>>>> node an when to go for a project 3d node.i know that uv project
>>> >>>>> project a mapping coordinates to a mesh, in one of frank videos he
>>> >>>>> used the uv project node to clean up dolly tracks,that might have
>>> >>>>> been done using the project 3d node too, so whats the difference
>>> >>>>> in using uv project node for cleanup work? thanks ......
>>> >>>>> [img][/img]
>>> >>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>
>>> >>>> Thanks Ivan.
>>> >>>>
>>> >>>>
>>> >>>>
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