[Nuke-users] Precomp / Reading from a Write node Bug

2011-06-16 Thread Tyson Donnelly
Hi all,

I'm experiencing errors when using a Write node to read my renders back into
my comp.

Even though I have just rendered everything above the node and I know
nothing has changed It will constantly give me a "file does not match input"
error. To get around this I uncheck the "Check File matches input" box which
appeases Nuke for a short time. However when previewing my comp back after
about 30 or so frames it will magically recheck its self and give me a black
screen with the same original error.

I experience the same issues when I use a regular Precomp node.

When using the write node I am rendering out EXR's - i'm on NukeX6.2v4 on a
MAC

Any suggestions would be much appreciated

Tyson.
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Re: [Nuke-users] Gizmo doesn't insert into pipe

2011-06-16 Thread Anthony Kramer
Yep, that was it. Knew it was something simple.

Thanks

-ak

On Thu, Jun 16, 2011 at 6:35 PM, Ivan Busquets wrote:

> I suppose it's because Shift is already the modifier key for splitting off
> a branch.
>
> Try with alt or ctrl instead, or you could also try "alt+shift+g", which I
> guess would be fine.
>
>
> On Thu, Jun 16, 2011 at 6:22 PM, Anthony Kramer 
> wrote:
>
>> This is probably something really simple that I'm missing, but I've
>> scoured this mailing list and cant seem to find the answer
>>
>> I have a gizmo that Ive put into a custom menu and assigned a hotkey. When
>> I use the menu to insert the gizmo it inserts itself into the pipe as I'd
>> expect, both input and output are connected. However, when I use the hotkey,
>> the gizmo attaches the input to the selected node, but doesnt connect the
>> output. Heres the line in my menu.py:
>>
>> m.addCommand("GradeAOV","nuke.createNode(\"GradeAOV\")","shift+g")
>>
>> thoughts?
>>
>> -ak
>>
>>
>>
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Re: [Nuke-users] Gizmo doesn't insert into pipe

2011-06-16 Thread Ivan Busquets
I suppose it's because Shift is already the modifier key for splitting off a
branch.

Try with alt or ctrl instead, or you could also try "alt+shift+g", which I
guess would be fine.


On Thu, Jun 16, 2011 at 6:22 PM, Anthony Kramer wrote:

> This is probably something really simple that I'm missing, but I've scoured
> this mailing list and cant seem to find the answer
>
> I have a gizmo that Ive put into a custom menu and assigned a hotkey. When
> I use the menu to insert the gizmo it inserts itself into the pipe as I'd
> expect, both input and output are connected. However, when I use the hotkey,
> the gizmo attaches the input to the selected node, but doesnt connect the
> output. Heres the line in my menu.py:
>
> m.addCommand("GradeAOV","nuke.createNode(\"GradeAOV\")","shift+g")
>
> thoughts?
>
> -ak
>
>
>
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Re: [Nuke-users] Re: Disabling anti-aliasing for RotoPaint Brush strokes

2011-06-16 Thread Shailendra Pandey
Hi  Steve

I have attached a nuke script that should help you.
there is a filter setting on the top area of the viewer
which is only visible once you click an icon for the settings.
which you can also access in the clone tab of the
RotoPaint node for each brush stroke



*Shailendra*





On Fri, Jun 17, 2011 at 6:46 AM, Steve3D
wrote:

> **
> Johan, I confess to some degree of confusion regarding your reply. The
> RotoPaint node has no 'filter' knob, to my knowledge.
>
> Steve
>
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aliased_paint.nk
Description: Binary data
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[Nuke-users] Gizmo doesn't insert into pipe

2011-06-16 Thread Anthony Kramer
This is probably something really simple that I'm missing, but I've scoured
this mailing list and cant seem to find the answer

I have a gizmo that Ive put into a custom menu and assigned a hotkey. When I
use the menu to insert the gizmo it inserts itself into the pipe as I'd
expect, both input and output are connected. However, when I use the hotkey,
the gizmo attaches the input to the selected node, but doesnt connect the
output. Heres the line in my menu.py:

m.addCommand("GradeAOV","nuke.createNode(\"GradeAOV\")","shift+g")

thoughts?

-ak
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[Nuke-users] Re: Disabling anti-aliasing for RotoPaint Brush strokes

2011-06-16 Thread Steve3D
Johan, I confess to some degree of confusion regarding your reply.  The 
RotoPaint node has no 'filter' knob, to my knowledge.

Steve



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Re: [Nuke-users] shake's bytes, sinc resize equivalent in nuke

2011-06-16 Thread jamie
Thank you very much for this info.


On Thu, Jun 16, 2011 at 5:55 PM, Randy Little  wrote:
> They all have some level of sharpening that what the math is about.   How
> that sharpening is applied and how the pixels are sampled is the name of the
> filtering method.   Signal processing
> http://number-none.com/product/Mipmapping,%20Part%202/index.html
> http://en.wikipedia.org/wiki/Sinc_function
> http://en.wikipedia.org/wiki/Lanczos_algorithm
>
> As for the bytes node.   if you are trying to just render to a lower bit
> depth.  Thats in the write node and per file format.   So you can only write
> to a bit depth supported by that file format.
>  page 227 of the manual explains the filtering that nuke uses.
>
>
>
> Randy S. Little
> http://www.rslittle.com
>
>
>
>
> On Thu, Jun 16, 2011 at 18:34, Michael Bogen 
> wrote:
>>
>> Rifman works well for me, seems like the sinc filter in Shake. I believe
>> Rifman does have a sharpen on it thou.
>>
>>
>> Hope this helps
>> michaelb
>>
>> On Thu, Jun 16, 2011 at 5:31 PM, John Mangia  wrote:
>>>
>>> Keys is pretty close to sinc.  There is no bytes node in Nuke since it
>>> works in float all the time.
>>>
>>> On Thu, Jun 16, 2011 at 8:02 PM, jamie  wrote:

 Does anyone know the equivalent of the bytes node in shake in nuke?
 Often find myself working with 16bit material but needing to output
 high quality quantized 8-bit material and this feature was very
 helpful over the years in minimizing mach banding and quantization
 artifacts.

 Also, what's the closest resize algorithm to shake's sinc?

 Shake has:
 *box
 *dirac
 *gauss
 *impulse
 *lanczos
 *mitchell
 *quad
 *sinc
 *triangle

 Nuke has:
 *impulse
 *cubic
 *keys
 *simon
 *rifman
 *mitchell
 *parzen
 *notch

 Thanks!
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>>>
>>>
>>>
>>> --
>>> John Mangia
>>>
>>> 908.616.1796
>>> j...@johnmangia.com
>>>
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-- 
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Re: [Nuke-users] shake's bytes, sinc resize equivalent in nuke

2011-06-16 Thread Randy Little
They all have some level of sharpening that what the math is about.   How
that sharpening is applied and how the pixels are sampled is the name of the
filtering method.   Signal processing
http://number-none.com/product/Mipmapping,%20Part%202/index.html
http://en.wikipedia.org/wiki/Sinc_function
http://en.wikipedia.org/wiki/Lanczos_algorithm

As for the bytes node.   if you are trying to just render to a lower bit
depth.  Thats in the write node and per file format.   So you can only write
to a bit depth supported by that file format.
 page 227 of the manual explains the filtering that nuke uses.



Randy S. Little
http://www.rslittle.com 




On Thu, Jun 16, 2011 at 18:34, Michael Bogen wrote:

> Rifman works well for me, seems like the sinc filter in Shake. I believe
> Rifman does have a sharpen on it thou.
>
>
>
> Hope this helps
>
> michaelb
>
>
> On Thu, Jun 16, 2011 at 5:31 PM, John Mangia  wrote:
>
>> Keys is pretty close to sinc.  There is no bytes node in Nuke since it
>> works in float all the time.
>>
>>
>> On Thu, Jun 16, 2011 at 8:02 PM, jamie  wrote:
>>
>>> Does anyone know the equivalent of the bytes node in shake in nuke?
>>> Often find myself working with 16bit material but needing to output
>>> high quality quantized 8-bit material and this feature was very
>>> helpful over the years in minimizing mach banding and quantization
>>> artifacts.
>>>
>>> Also, what's the closest resize algorithm to shake's sinc?
>>>
>>> Shake has:
>>> *box
>>> *dirac
>>> *gauss
>>> *impulse
>>> *lanczos
>>> *mitchell
>>> *quad
>>> *sinc
>>> *triangle
>>>
>>> Nuke has:
>>> *impulse
>>> *cubic
>>> *keys
>>> *simon
>>> *rifman
>>> *mitchell
>>> *parzen
>>> *notch
>>>
>>> Thanks!
>>> ___
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>>>
>>
>>
>>
>> --
>> John Mangia
>>
>> 908.616.1796
>> j...@johnmangia.com
>>
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>
>
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Re: [Nuke-users] shake's bytes, sinc resize equivalent in nuke

2011-06-16 Thread Michael Bogen
Rifman works well for me, seems like the sinc filter in Shake. I believe
Rifman does have a sharpen on it thou.



Hope this helps

michaelb

On Thu, Jun 16, 2011 at 5:31 PM, John Mangia  wrote:

> Keys is pretty close to sinc.  There is no bytes node in Nuke since it
> works in float all the time.
>
>
> On Thu, Jun 16, 2011 at 8:02 PM, jamie  wrote:
>
>> Does anyone know the equivalent of the bytes node in shake in nuke?
>> Often find myself working with 16bit material but needing to output
>> high quality quantized 8-bit material and this feature was very
>> helpful over the years in minimizing mach banding and quantization
>> artifacts.
>>
>> Also, what's the closest resize algorithm to shake's sinc?
>>
>> Shake has:
>> *box
>> *dirac
>> *gauss
>> *impulse
>> *lanczos
>> *mitchell
>> *quad
>> *sinc
>> *triangle
>>
>> Nuke has:
>> *impulse
>> *cubic
>> *keys
>> *simon
>> *rifman
>> *mitchell
>> *parzen
>> *notch
>>
>> Thanks!
>> ___
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
>
> --
> John Mangia
>
> 908.616.1796
> j...@johnmangia.com
>
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Re: [Nuke-users] shake's bytes, sinc resize equivalent in nuke

2011-06-16 Thread John Mangia
Keys is pretty close to sinc.  There is no bytes node in Nuke since it works
in float all the time.

On Thu, Jun 16, 2011 at 8:02 PM, jamie  wrote:

> Does anyone know the equivalent of the bytes node in shake in nuke?
> Often find myself working with 16bit material but needing to output
> high quality quantized 8-bit material and this feature was very
> helpful over the years in minimizing mach banding and quantization
> artifacts.
>
> Also, what's the closest resize algorithm to shake's sinc?
>
> Shake has:
> *box
> *dirac
> *gauss
> *impulse
> *lanczos
> *mitchell
> *quad
> *sinc
> *triangle
>
> Nuke has:
> *impulse
> *cubic
> *keys
> *simon
> *rifman
> *mitchell
> *parzen
> *notch
>
> Thanks!
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-- 
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908.616.1796
j...@johnmangia.com
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[Nuke-users] shake's bytes, sinc resize equivalent in nuke

2011-06-16 Thread jamie
Does anyone know the equivalent of the bytes node in shake in nuke?
Often find myself working with 16bit material but needing to output
high quality quantized 8-bit material and this feature was very
helpful over the years in minimizing mach banding and quantization
artifacts.

Also, what's the closest resize algorithm to shake's sinc?

Shake has:
*box
*dirac
*gauss
*impulse
*lanczos
*mitchell
*quad
*sinc
*triangle

Nuke has:
*impulse
*cubic
*keys
*simon
*rifman
*mitchell
*parzen
*notch

Thanks!
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[Nuke-users] [Roto Curves] Dope Sheet vs Curve Editor

2011-06-16 Thread Nick Guth
I was wondering why the rotopaint animation curves don't know up under the
curve editor anymore? I was trying to loop a rotoshape and couldn't seem to
get it to work properly in the dope sheet so I ended up copying and pasting
a bunch of keyframes.

Any tricks I should know about looping?

-- 
Nick Guth
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RE: [Nuke-users] Attach tracking info into a point on grid warp

2011-06-16 Thread Cesar Rodriguez

Thank you Peter

Cheers.

César Rodríguez B. 
Visual Effects Artist 
-- 
Quote of the week... 

"An elderly man was trying to find a place to sit and observe the Olympic 
Games, as he went to each section. All the other Greeks laughed as he tried to 
make his way through. Some ignored him. Upon entering the Spartan section all 
the Spartans stood and offered the elderly man their seats. Suddenly the entire 
stadium applauded. All the Greeks knew what was the right thing to do, but the 
Spartans were the only ones who did it."

Xenophon 




> Date: Thu, 16 Jun 2011 08:05:27 +0100
> From: pe...@thefoundry.co.uk
> To: nuke-users@support.thefoundry.co.uk
> Subject: Re: [Nuke-users] Attach tracking info into a point on grid warp
> 
> On 16/06/11 00:12, Cesar Rodriguez wrote:
> >
> > Hi there,
> >
> > Is there way to attach tracking info (x,y of a tracker) into a *single
> > point* on a grid warp?
> > I have done this in the past in shake, but haven't been able to do it on
> > nuke.
> >
> > Does anyone know of a technique?
> 
> Hi,
> 
> With the Gridwarp in 6.2 and earlier, the best you can do is drag an 
> animation menu from an XY knob to a particular control point. The only 
> issue with this is that the curves' values for each frame get baked in 
> (and I think they're linear), so if you change the source curve again 
> (or the interpolation between keyframes), you'll have to update the 
> control point again.
> 
> With 6.3, you can now link to trackers easily and stuff (tracker linking 
> right-click menu), and modify GridWarp's control point animation curves 
> directly in the curve editor and dope sheet.
> 
> Regards,
> Peter
> -- 
> Peter Pearson, Software Engineer
> The Foundry, 6th Floor, The Communications Building,
> 48 Leicester Square, London, UK, WC2H 7LT
> Tel: +44 (0)20 7434 0449 - Fax: +44 (0)20 7434 1550
> Web: www.thefoundry.co.uk
> 
> The Foundry Visionmongers Ltd.
> Registered in England and Wales No: 4642027
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Re: [Nuke-users] cant link channels of grade to channels of a merge

2011-06-16 Thread Anthony Kramer
That was exactly what I needed, thanks Ivan.

-ak

On Thu, Jun 16, 2011 at 1:49 PM, Ivan Busquets wrote:

> why can't I link the channels of a grade to the channels of a merge?
>>
>
> Probably because they're not exactly the same knob class.
> The Achannels knob in a merge node is a Channel_Knob, whereas the
> "channels" knob in a Grade node is a ChannelMask_Knob. In any case, linking
> between those should probably be allowed. Send an e-mail to support and see
> what they say.
>
> In the meantime, you could set up a callback as you were already thinking
> of. The fromScript() and toScript() methods should let you safely copy the
> values from one knob to the other.
>
> See if the following works for you:
>
> set cut_paste_input [stack 0]
> version 6.2 v3
> push $cut_paste_input
> Grade {
>  channels rgba
>  name Grade1
>  label CHILD
>  selected true
>  xpos -78
>  ypos -117
> }
> Merge2 {
>  inputs 0
>  name Merge1
>  knobChanged "\nk = nuke.thisKnob()\nif k.name() == 'Achannels':\n
> nuke.toNode('Grade1')\['channels'].fromScript(k.toScript())\n"
>  label "MASTER\n(contains knobChanged callback)"
>  selected true
>  xpos -255
>  ypos -118
> }
>
> Cheers,
> Ivan
>
>
> On Wed, Jun 15, 2011 at 4:31 PM, Anthony Kramer 
> wrote:
>
>> Using the new channel linking, why can't I link the channels of a grade to
>> the channels of a merge?
>>
>> Since this is not working for me, can anyone share some callback code that
>> would do this inside a group?
>>
>> Any help is greatly appreciated.
>>
>> -ak
>>
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Re: [Nuke-users] Setting new project frame range defaults

2011-06-16 Thread David Schnee
Thanks!  see also: example of what to put in your menu.py below that 
will do the trick.


nuke.knobDefault('first_frame', "15")
nuke.knobDefault('last_frame', "150")

On 06/15/2011 09:41 AM, Wouter Klouwen wrote:

Set a knob_default on the nuke root first_frame and last_frame knobs.

HTH

On 15/06/2011 17:07, David Schnee wrote:

Anyone know how I can change the default frame range for new Nuke
projects? Defaults to 1-100, want to change that only on new scripts,
not existing saved scripts.

Thanks,
-Schnee

--

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/\ tippettstudio /\ b d



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Re: [Nuke-users] cant link channels of grade to channels of a merge

2011-06-16 Thread Ivan Busquets
>
> why can't I link the channels of a grade to the channels of a merge?
>

Probably because they're not exactly the same knob class.
The Achannels knob in a merge node is a Channel_Knob, whereas the "channels"
knob in a Grade node is a ChannelMask_Knob. In any case, linking between
those should probably be allowed. Send an e-mail to support and see what
they say.

In the meantime, you could set up a callback as you were already thinking
of. The fromScript() and toScript() methods should let you safely copy the
values from one knob to the other.

See if the following works for you:

set cut_paste_input [stack 0]
version 6.2 v3
push $cut_paste_input
Grade {
 channels rgba
 name Grade1
 label CHILD
 selected true
 xpos -78
 ypos -117
}
Merge2 {
 inputs 0
 name Merge1
 knobChanged "\nk = nuke.thisKnob()\nif k.name() == 'Achannels':\n
nuke.toNode('Grade1')\['channels'].fromScript(k.toScript())\n"
 label "MASTER\n(contains knobChanged callback)"
 selected true
 xpos -255
 ypos -118
}

Cheers,
Ivan


On Wed, Jun 15, 2011 at 4:31 PM, Anthony Kramer wrote:

> Using the new channel linking, why can't I link the channels of a grade to
> the channels of a merge?
>
> Since this is not working for me, can anyone share some callback code that
> would do this inside a group?
>
> Any help is greatly appreciated.
>
> -ak
>
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Re: [Nuke-users] Wacom eraser

2011-06-16 Thread Ean Carr
Works for me in 6.2v4 64 linux -E

On Thu, Jun 16, 2011 at 12:00 AM, Ned Wilson  wrote:

> Hey Anthony,
>
> I may have spoken too soon earlier. I'm on XP 64 over here and I tested
> this a moment ago, it would appear that the eraser does not work either. I'm
> running 6.1v3.
>
> You may have stumbled upon a bug.
>
>
>
>
> On Wed, Jun 15, 2011 at 3:41 PM, Anthony Kramer 
> wrote:
>
>> Turned off the pen flicks but still getting the same behavior from nuke.
>>
>> -ak
>>
>>
>> On Tue, Jun 14, 2011 at 7:40 PM, Randy Little wrote:
>>
>>> yes I had the same problem on windows 7 had to turn pen flicks off.
>>>
>>> Randy S. Little
>>> http://www.rslittle.com 
>>>
>>>
>>>
>>>
>>>
>>> On Tue, Jun 14, 2011 at 19:52, Ned Wilson  wrote:
>>>
 Honestly I've never had to use Windows 7. However I recall that Vista
 had this super obnoxious "Pen Flicks" control panel which would intercept
 certain gestures with the stylus and use them as operating system 
 functions.
 Is anything like that happening here?


 On Tue, Jun 14, 2011 at 3:44 PM, Anthony Kramer <
 anthony.kra...@gmail.com> wrote:

> Yes, the wacom pref are setup correctly. Eraser works in photoshop. I'm
> on Windows7, Nuke 6.2v4.
>
> -ak
>
>
> On Tue, Jun 14, 2011 at 3:31 PM, Ned Wilson wrote:
>
>> Anthony,
>>
>> This should just work, at least in 6.1 and above. I have had no
>> problems on both Mac and Windows systems. Have you checked the Wacom 
>> control
>> panel to be sure that the eraser is in fact mapped to the Erase
>> functionality?
>>
>> On Tue, Jun 14, 2011 at 3:24 PM, Anthony Kramer <
>> anthony.kra...@gmail.com> wrote:
>>
>>> Anyone know if there's a trick to getting nuke to recognize the
>>> eraser end of a wacom pen as an eraser?
>>>
>>> -ak
>>>
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Re: [Nuke-users] Attach tracking info into a point on grid warp

2011-06-16 Thread Peter Pearson

On 16/06/11 00:12, Cesar Rodriguez wrote:


Hi there,

Is there way to attach tracking info (x,y of a tracker) into a *single
point* on a grid warp?
I have done this in the past in shake, but haven't been able to do it on
nuke.

Does anyone know of a technique?


Hi,

With the Gridwarp in 6.2 and earlier, the best you can do is drag an 
animation menu from an XY knob to a particular control point. The only 
issue with this is that the curves' values for each frame get baked in 
(and I think they're linear), so if you change the source curve again 
(or the interpolation between keyframes), you'll have to update the 
control point again.


With 6.3, you can now link to trackers easily and stuff (tracker linking 
right-click menu), and modify GridWarp's control point animation curves 
directly in the curve editor and dope sheet.


Regards,
Peter
--
Peter Pearson, Software Engineer
The Foundry, 6th Floor, The Communications Building,
48 Leicester Square, London, UK, WC2H 7LT
Tel: +44 (0)20 7434 0449 - Fax: +44 (0)20 7434 1550
Web: www.thefoundry.co.uk

The Foundry Visionmongers Ltd.
Registered in England and Wales No: 4642027
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