Hi Justin, What is your second ScanlineRender's "projection mode" set to? If it's set to "render camera", and the same camera is also connected to a ScanlineRender with "projection mode" set to "uv", then I believe that result is to be expected... sort of :)
At render time, ScanlineRender effectively changes the projection mode of the camera connected to its camera input. So, in a flow like the one you described, you have a ScanlineRender set to "uv", which is therefore changing the projection mode of the Camera to "uv". Then, if your second ScanlineRender is set to "render camera", it just looks up the current projection mode of the camera (which has previously changed to "uv"), and you end up getting a second render in uv space. To avoid that, as Marten said, you can use separate cameras, or you could also set the projection mode of the second ScanlineRender to "perspective" (or at least I believe that should work, although I usually just use a duplicate camera) Sounds like you already got it working, but hope it sheds some light into why it was happening in the first place. Cheers, Ivan On Sun, Nov 11, 2012 at 2:33 PM, Justin Ball <blamsamm...@gmail.com> wrote: > > Well I should not need to manipulate cameras, just no point in having > multiple copies of them in my opinion. > > Breaking them out did work though. ran it through the farm and came out > properly. Now I can see all the problems in the matchmove. :) > > I do not clone things out of principal, or well... lack of trust when in > nuke 5 when it did not work and exploded scripts all the time. I still > flinch when I think about that. > > Thanks for the tip. It really seems to have solved the issue for now! > > (not sure why though... seems like too much info would be traveling > up-stream to the cameras) > > Thanks! > > Justin > > On Sun, Nov 11, 2012 at 4:23 PM, Marten Blumen <mar...@gmail.com> wrote: > >> I think cloned cameras work als, which, keeps everything live. >> >> >> On 12 November 2012 11:14, Justin Ball <blamsamm...@gmail.com> wrote: >> >>> I do have all the scanlines linked to the same camera, because, well, >>> why wouldn't I. >>> >>> Breaking them up into separate cameras seems to have helped. >>> I'm going to run it through the farm now and see if it sticks. Could >>> help with the other issue I was having where one scanline was rendering an >>> output that wasn't even in its tree. >>> >>> A little annoying. >>> >>> Thanks! >>> >>> Ill let you know how it goes. >>> >>> Justin >>> >>> >>> On Sun, Nov 11, 2012 at 4:08 PM, Marten Blumen <mar...@gmail.com> wrote: >>> >>>> not sure the exact problem but there is an issue when using the same >>>> camera for both Scanline Render nodes. Try duplicating the camera and use >>>> the individual ones for each Scanline. >>>> >>>> >>>> >>>> >>>> On 12 November 2012 11:04, Justin Ball <blamsamm...@gmail.com> wrote: >>>> >>>>> Hey Guys, >>>>> >>>>> Having a funky issue here. >>>>> >>>>> I'm using the old "Mummy" technique of match moving blood to an >>>>> actors face. Using the 3d model, I'm rendering the scanline to UV space, >>>>> using a grid-warp to touch up the fit and then re-wrapping that animated >>>>> image to the 3d and rendered through a render camera. >>>>> >>>>> I am doing this all in line and Nuke apparently does not like this as >>>>> when trying to view the re-wrap over the plate at the end, the scanline >>>>> will render the up-stream output of the UV scanline instead of the updated >>>>> information. >>>>> >>>>> I'm sure others have had this issue before, but what would be the fix? >>>>> >>>>> I'm using 6.3v8 x 64 on windows. >>>>> >>>>> I've tried throwing a crop or a grade node in between the 2 scanline >>>>> render node process to break concatenation, but it does not seem to work. >>>>> It seems like a caching issue. >>>>> >>>>> >>>>> Any thoughts? >>>>> -- >>>>> Justin Ball VFX >>>>> VFX Supervisor, Comp, Effects, Pipeline and more... >>>>> jus...@justinballvfx.com >>>>> 818.384.0923 >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>> >>> >>> >>> -- >>> Justin Ball VFX >>> VFX Supervisor, Comp, Effects, Pipeline and more... >>> jus...@justinballvfx.com >>> 818.384.0923 >>> >>> >>> _______________________________________________ >>> 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 >> > > > > -- > Justin Ball VFX > VFX Supervisor, Comp, Effects, Pipeline and more... > jus...@justinballvfx.com > 818.384.0923 > > > _______________________________________________ > 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 >
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