Re: [Nuke-users] Keylight producing faint grey horizontal lines? Sometimes strange rectangular patterns

2012-01-08 Thread Henrik Cednert
Thanks Colin. Support says that the bug number you provided will be 
fixed in next release, so we will wait and see if my issues are related 
to the same bug. =)


Cheers


On 2012-01-06 17:12, Colin Alway wrote:

Regarding horizontal lines in the output: a while ago I raised this with
the foundry and they were able to replicate it.

Bug #14599 if that's any help.



On 6 January 2012 15:05, Henrik Cednert mailto:n...@irry.com>> wrote:

Hey Jud

Cool. I will search some more for it. I was knee deep in shit/comp
when it hit me so I just had to get the shots out the door. =)

The Foundry can't replicate it so it seems like it's somewhat
computer dependent. I will try to remember to post the verdict from
support once we've gotten to the bottom to it. =)

Thanks again and have a nice weekend


On 2012-01-05 16 :32, Jud Pratt wrote:

I vaguely recall this coming down to some sort of internal math
issue
with compositing/feathering or something like that. A quick google
before hitting bed (long, long hours on a project under
deadline) didn't
turn up anything, but it took me considerable internet searching the
first time around. I'm nearly 100% certain it was how the math was
computed though. Maybe that will ring some bells to someone who can
remember the exact situation.

Sorry I couldn't be of more help... I'll be sure to post if I find
anything.
--Jud




On 1/4/2012 1:55 AM, Henrik Cednert wrote:

Seems like it didn't solve everything. Halve black similar
glitches
now, not by far as many though and I can just rerender those
frames. I
assume that would be caused by Scree Despot Black...

On 2012-01-04 09 :56, Henrik Cednert wrote:

Hi again

I found what caused the issues I had. I have sent it in
to the support
with a screen recording and script. If any one want to
take a look in
the hunt of issues in their own script this is what I
sent in:


http://temp.irry.com/neo/__mekaniken/thefoundry/Keylight___Fubar_RandomNoise.hcf.v1.rar





The workaround for the issues I had is:
For the horisontal randon gray solid line: Raise screen
softness to anything above 0.

For the random cross pattern horizontal lines:
Raise Screen Despot White to 1 or more

Cheers

On 2012-01-04 08 :04, Henrik
Cednert wrote:

Morning peeps

I have something here in NukeX 6.3v6 that might be
related to the same
bug. One would have hoped that it would have been
fixed by now. =( I
can
reproduce the gray line described here but my main
issue is horizontal
lines of crosses, looks like this:
http://piclair.com/data/llr8m.__jpg


HAve anyone seen something similar?
Solution/workaround? It's totally
random and appears on different frames and different
locations when
re-rendering and seems to be computer dependent too.

No matter what I change in the keylight node it
disappear on the
frame I
currently view but it randomly appears on other
frames...

Cheers and thanks

On 2010-06-02 18:17, Jose Fernandez wrote:

I have also seen this happen with keylight, it
seems very random,
and is
sometimes fixed by cropping the inputs in some
way...

On Wed, Jun 2, 2010 at 6:40 AM, Jack Binks
mailto:j...@thefoundry.co.uk>
>__> wrote:

Hey Kurt

Thanks for letting us know. Sounds to me like it
may be a tiling
issue. Pending the support guys getting back to
you, as a test, do
you find it happens if you use a 500x500 constant?
Nuke splits up frames over a certain size into
multiple tiles to
feed to OFX plug-ins, to reduce memory usage and
 

Re: [Nuke-users] Keylight producing faint grey horizontal lines? Sometimes strange rectangular patterns

2012-01-08 Thread Jud Pratt
Is there a link where you can see the known bugs?  I couldn't seem to 
find one on the Foundry's website.


Also... I've been busy as hell too so I haven't had time to do more 
digging, but... I just had a realization... it may have had something to 
do with the compositing math involved in resizing an image that was 
being composited.  I was having that issue when I was working on my 
little short film "Twelve" and we were shrinking down an actor to make 
him look like he was 12 inches tall. (it was a short comedy about the 
dating woes of a twelve inch tall man)


The grey lines may have been a result of sub-pixel scaling... e.g. 
having a scale of 2.3 instead of just whole numbers.


At least that's what my mind is vaguely recalling

Hope that helps
--Jud




On 1/6/2012 8:12 AM, Colin Alway wrote:
Regarding horizontal lines in the output: a while ago I raised this 
with the foundry and they were able to replicate it.


Bug #14599 if that's any help.



On 6 January 2012 15:05, Henrik Cednert > wrote:


Hey Jud

Cool. I will search some more for it. I was knee deep in shit/comp
when it hit me so I just had to get the shots out the door. =)

The Foundry can't replicate it so it seems like it's somewhat
computer dependent. I will try to remember to post the verdict
from support once we've gotten to the bottom to it. =)

Thanks again and have a nice weekend


On 2012-01-05 16 :32, Jud Pratt wrote:

I vaguely recall this coming down to some sort of internal
math issue
with compositing/feathering or something like that. A quick google
before hitting bed (long, long hours on a project under
deadline) didn't
turn up anything, but it took me considerable internet
searching the
first time around. I'm nearly 100% certain it was how the math was
computed though. Maybe that will ring some bells to someone
who can
remember the exact situation.

Sorry I couldn't be of more help... I'll be sure to post if I find
anything.
--Jud




On 1/4/2012 1:55 AM, Henrik Cednert wrote:

Seems like it didn't solve everything. Halve black similar
glitches
now, not by far as many though and I can just rerender
those frames. I
assume that would be caused by Scree Despot Black...

On 2012-01-04 09 :56, Henrik Cednert
wrote:

Hi again

I found what caused the issues I had. I have sent it
in to the support
with a screen recording and script. If any one want to
take a look in
the hunt of issues in their own script this is what I
sent in:


http://temp.irry.com/neo/mekaniken/thefoundry/Keylight_Fubar_RandomNoise.hcf.v1.rar



The workaround for the issues I had is:
For the horisontal randon gray solid line: Raise screen
softness to anything above 0.

For the random cross pattern horizontal lines:
Raise Screen Despot White to 1 or more

Cheers

On 2012-01-04 08 :04, Henrik
Cednert wrote:

Morning peeps

I have something here in NukeX 6.3v6 that might be
related to the same
bug. One would have hoped that it would have been
fixed by now. =( I
can
reproduce the gray line described here but my main
issue is horizontal
lines of crosses, looks like this:
http://piclair.com/data/llr8m.jpg

HAve anyone seen something similar?
Solution/workaround? It's totally
random and appears on different frames and
different locations when
re-rendering and seems to be computer dependent too.

No matter what I change in the keylight node it
disappear on the
frame I
currently view but it randomly appears on other
frames...

Cheers and thanks

On 2010-06-02 18:17, Jose Fernandez wrote:

I have also seen this happen with keylight, it
seems very random,
and is
sometimes fixed by cropping the inputs in some
way...

On Wed, Jun 2, 2010 at 6:40 AM, Jack Binks
mailto:j...@thefoundry.co.uk>
>> wrote:

Hey Kurt

Th

Re: [Nuke-users] Viewer colour sampler 8-bit values?

2012-01-08 Thread Ivan Busquets
Ugh, nevermind. It seems to be on 6.3v1 only, so I assume it was just a
hiccup in that one version alone.

Sorry for the noise. :)


On Sat, Jan 7, 2012 at 11:40 PM, Ivan Busquets wrote:

> Huh, weird. Just checked, and it seems to be just a linear mapping in 6.3,
> but indeed that's not the case for 6.2.
>
> In 6.2, it does seem to apply an sRGB curve to the rgb values (as you
> said), but not to the alpha.
>
>
>
> On Sat, Jan 7, 2012 at 11:34 PM, Ivan Busquets wrote:
>
>> Hi Ciaran,
>>
>> I don't think that's the case. I believe it's just a linear mapping of
>> 0-1 to 0-255.
>>
>> But the easiest way to check would be to make a 0-1 ramp across a 256
>> pixel-wide format, and sample that.
>>
>>
>>
>> On Fri, Jan 6, 2012 at 7:36 PM, Ciaran Wills wrote:
>>
>>> If I choose '8 bit' from the menu on the viewer's colour sampler how
>>> exactly is it getting those 8-bit values from the float pixels?
>>>
>>> My guess is it seems to be applying a linear->sRGB conversion,
>>> regardless of what the viewer lookup is set to - is that right?
>>>
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