Ivan, If one doesn't alter camera clip planes and one understands inversion of varying depth between maya, nuke and such... otherwise it's pretty straightforward like Nathan's ?
Ari Sent from my iPhone On Mar 23, 2012, at 8:44 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. >> >>>> >> >>>> >> >>>> >> >>>> ______________________________**_________________ >> >>>> Nuke-users mailing list >> >>>> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >> >>>> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >> >>>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >> >>>> >> >>> >> >>> ______________________________**_________________ >> >>> Nuke-users mailing list >> >>> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >> >>> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >> >>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >> >>> >> >>> ______________________________**_________________ >> >> Nuke-users mailing list >> >> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >> >> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >> >> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >> >> >> > _______________________________________________ >> > Nuke-users mailing list >> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
_______________________________________________ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users