Yeah, you’re probably right. However, you shouldn’t need to use projection at 
all to re-wrap the result onto the same geometry, assuming the UV layout is 
still intact...

-Nathan



From: Marten Blumen 
Sent: Monday, November 12, 2012 11:05 AM
To: Nuke user discussion 
Subject: Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

Ya, but it has to be connected to the project3d, which is piped into the 
Scanline set to UV, which has the same effect to the camera I imagine. 

>>There is no need to connect a camera to a ScanlineRender that is set to 'uv' 
>>projection mode. The only thing that >>will affect its output is the format 
>>of the 'bg' input.




On 13 November 2012 08:00, Nathan Rusch <nathan_ru...@hotmail.com> wrote:

  There is no need to connect a camera to a ScanlineRender that is set to 'uv' 
projection mode. The only thing that will affect its output is the format of 
the 'bg' input.

  -Nathan



  From: Justin Ball 
  Sent: Sunday, November 11, 2012 2:33 PM
  To: Nuke user discussion 
  Subject: Re: [Nuke-users] UV un-wrapping -> re-wrapping issue


  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



        _______________________________________________
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      -- 
      Justin Ball VFX
      VFX Supervisor, Comp, Effects, Pipeline and more...
      jus...@justinballvfx.com
      818.384.0923



      _______________________________________________
      Nuke-users mailing list
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      http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



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  -- 
  Justin Ball VFX
  VFX Supervisor, Comp, Effects, Pipeline and more...
  jus...@justinballvfx.com
  818.384.0923



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