Re: [Nuke-users] readgeo attribute similar to read node's frame range "hold" ?

2012-11-12 Thread Ari Rubenstein
Try dup'ing your read geo node, explicitly set it to only read 'that' geo frame 
and use a Switch node between the 2 readGeo nodes so it animates to the single 
frame one you want to hold on.

Ari

Sent from my iPhone

On Nov 12, 2012, at 6:45 PM, Ryan Fyffe  wrote:

> Hi Everyone,
> 
> Ran into a snag while using obj sequences from Maya (generated using 
> maya2nuke script).
> 
> To save on render times, I opted to not render the last 30 frames of an 
> animated bumper, which didn't have any motion. I'm able to hold the frame of 
> the rendered passes (EXRs) using their individual read node's "frame range - 
> hold" feature, but is there a similar attribue for the readgeo node?
> 
> Currently, when I pass the last frame of the obj sequence, I get ERROR and it 
> essentially disables my merge node, sitting downstream.
> 
> Cheers,
> RY
> 
> -- 
> Ryan Fyffe
> 214-729-3284 c
> r...@illusionfields.com
> Our show reel and more at illusionfields.com
> 
> ___
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Re: [Nuke-users] readgeo attribute similar to read node's frame range "hold" ?

2012-11-12 Thread Ryan Fyffe
There are a good number of objects in the scene, and setting up new
readgeos for each element was a daunting task. Fortunately your reply gave
me another idea and I ended up using a framehold immediately after the
scanlineRender, which gave me exactly what I needed. Just figured someone
else might want to know.

Thanks again!
RY


On Mon, Nov 12, 2012 at 6:51 PM, Ryan Fyffe  wrote:

> That's fantastic Holger,
>
> Thanks so much for taking the time to help out.
> Cheers,
> RY
>
>
> On Mon, Nov 12, 2012 at 6:46 PM, Holger Hummel|Celluloid VFX <
> hol...@celluloid-vfx.com> wrote:
>
>> hi Ryan,
>>
>> this is not possible (yet). Nuke 7 will have the possibility of using
>> time operation nodes on 3d nodes.
>> but before that's released you'll have to live with a workaround:
>> on the last frame of your obj sequence, use a switch node to switch from
>> the readgeo with your obj sequence to a readgeo that just holds the last
>> obj of the sequence.
>>
>> cheers,
>> Holger
>>
>>
>> Ryan Fyffe wrote:
>>
>>> Hi Everyone,
>>>
>>> Ran into a snag while using obj sequences from Maya (generated using
>>> maya2nuke script).
>>>
>>> To save on render times, I opted to not render the last 30 frames of an
>>> animated bumper, which didn't have any motion. I'm able to hold the frame
>>> of the rendered passes (EXRs) using their individual read node's "frame
>>> range - hold" feature, but is there a similar attribue for the readgeo node?
>>>
>>> Currently, when I pass the last frame of the obj sequence, I get ERROR
>>> and it essentially disables my merge node, sitting downstream.
>>>
>>> Cheers,
>>> RY
>>>
>>> --
>>> Ryan Fyffe
>>> 214-729-3284 c
>>> r...@illusionfields.com 
>>> >> >
>>> Our show reel and more at illusionfields.com 
>>>
>>> --**--**
>>> 
>>>
>>> __**_
>>> 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
>>>
>>
>> --
>> Holger Hummel  -  hol...@celluloid-vfx.com
>>
>> Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
>> phone +49 (0)30 / 54 735 220  -  m...@celluloid-vfx.com
>>
>> __**_
>> 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
>>
>
>
>
> --
> Ryan Fyffe
> 214-729-3284 c
> r...@illusionfields.com
> Our show reel and more at illusionfields.com
>
>


-- 
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214-729-3284 c
r...@illusionfields.com
Our show reel and more at illusionfields.com
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Re: [Nuke-users] readgeo attribute similar to read node's frame range "hold" ?

2012-11-12 Thread Ryan Fyffe
That's fantastic Holger,

Thanks so much for taking the time to help out.
Cheers,
RY


On Mon, Nov 12, 2012 at 6:46 PM, Holger Hummel|Celluloid VFX <
hol...@celluloid-vfx.com> wrote:

> hi Ryan,
>
> this is not possible (yet). Nuke 7 will have the possibility of using time
> operation nodes on 3d nodes.
> but before that's released you'll have to live with a workaround:
> on the last frame of your obj sequence, use a switch node to switch from
> the readgeo with your obj sequence to a readgeo that just holds the last
> obj of the sequence.
>
> cheers,
> Holger
>
>
> Ryan Fyffe wrote:
>
>> Hi Everyone,
>>
>> Ran into a snag while using obj sequences from Maya (generated using
>> maya2nuke script).
>>
>> To save on render times, I opted to not render the last 30 frames of an
>> animated bumper, which didn't have any motion. I'm able to hold the frame
>> of the rendered passes (EXRs) using their individual read node's "frame
>> range - hold" feature, but is there a similar attribue for the readgeo node?
>>
>> Currently, when I pass the last frame of the obj sequence, I get ERROR
>> and it essentially disables my merge node, sitting downstream.
>>
>> Cheers,
>> RY
>>
>> --
>> Ryan Fyffe
>> 214-729-3284 c
>> r...@illusionfields.com 
>> > >
>> Our show reel and more at illusionfields.com 
>>
>> --**--**
>> 
>>
>> __**_
>> 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
>>
>
> --
> Holger Hummel  -  hol...@celluloid-vfx.com
>
> Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
> phone +49 (0)30 / 54 735 220  -  m...@celluloid-vfx.com
>
> __**_
> 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
>



-- 
Ryan Fyffe
214-729-3284 c
r...@illusionfields.com
Our show reel and more at illusionfields.com
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Re: [Nuke-users] readgeo attribute similar to read node's frame range "hold" ?

2012-11-12 Thread Holger Hummel|Celluloid VFX

hi Ryan,

this is not possible (yet). Nuke 7 will have the possibility of using 
time operation nodes on 3d nodes.

but before that's released you'll have to live with a workaround:
on the last frame of your obj sequence, use a switch node to switch from 
the readgeo with your obj sequence to a readgeo that just holds the last 
obj of the sequence.


cheers,
Holger


Ryan Fyffe wrote:

Hi Everyone,

Ran into a snag while using obj sequences from Maya (generated 
using maya2nuke script).


To save on render times, I opted to not render the last 30 frames of 
an animated bumper, which didn't have any motion. I'm able to hold the 
frame of the rendered passes (EXRs) using their individual read node's 
"frame range - hold" feature, but is there a similar attribue for the 
readgeo node?


Currently, when I pass the last frame of the obj sequence, I get ERROR 
and it essentially disables my merge node, sitting downstream.


Cheers,
RY

--
Ryan Fyffe
214-729-3284 c
r...@illusionfields.com 
Our show reel and more at illusionfields.com 



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--
Holger Hummel  -  hol...@celluloid-vfx.com

Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
phone +49 (0)30 / 54 735 220  -  m...@celluloid-vfx.com

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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Frank Rueter

should be possible

On 13/11/12 12:39 PM, Ari Rubenstein wrote:

I will try that, though if the pieces could become separate objects it would 
really get interesting! Imagine throwing a sphere at a wall, on impact it 
shatters with the veronoi fracturing (replace anim), then the pieces become 
part of a rigid body sim as they fall, once they bounce on the ground they 
spawn smaller particle rocks...

Now we're cookin with gas !

Ari

Sent from my iPhone

On Nov 12, 2012, at 4:26 PM, Frank Rueter  wrote:


do a boolean set to intersection with the original geo afterwards (i.e. sphere)

On 13/11/12 3:11 AM, a...@curvstudios.com wrote:

WOW, amazing additions to Nuke here. thank you so much...

now, lets get this party started !

1)  with PolyShard I can't seem to break up an input geo (example: sphere)
into shards which retain the volume of the input sphere ?  am I thinking
about it correctly ?

more to come

thx
Ari
Blue Sky



Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but  a brief
overview:

Geometry Tools; surprisingly, creates and modifies geometry:

Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
geometry onto points or with an accumulated transform.

3D Curves that you can sweep, revolve, or create an axes on.

Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
removal/poking and point merging.

Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
for:
  modifying attributes with values or expressions, and applying Transform,
Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

Integration with particles to trigger emission when objects collide or
simulate geometry emitted from a stream.

Achieve realtime playback with a massive amount of objects (30,000 for
example).

Simulate deforming geometry and concave objects.

Animatable properties and constraints (point, hinge, spring, soft pin,
soft to rigid).

Baking of both rigid and soft bodies (invokable in UI and command-line).

Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.



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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Marten Blumen
check out the sphere in the concave.nk example. it breaks apart.


On 13 November 2012 12:39, Ari Rubenstein  wrote:

> I will try that, though if the pieces could become separate objects it
> would really get interesting! Imagine throwing a sphere at a wall, on
> impact it shatters with the veronoi fracturing (replace anim), then the
> pieces become part of a rigid body sim as they fall, once they bounce on
> the ground they spawn smaller particle rocks...
>
> Now we're cookin with gas !
>
> Ari
>
> Sent from my iPhone
>
> On Nov 12, 2012, at 4:26 PM, Frank Rueter  wrote:
>
> > do a boolean set to intersection with the original geo afterwards (i.e.
> sphere)
> >
> > On 13/11/12 3:11 AM, a...@curvstudios.com wrote:
> >> WOW, amazing additions to Nuke here. thank you so much...
> >>
> >> now, lets get this party started !
> >>
> >> 1)  with PolyShard I can't seem to break up an input geo (example:
> sphere)
> >> into shards which retain the volume of the input sphere ?  am I thinking
> >> about it correctly ?
> >>
> >> more to come
> >>
> >> thx
> >> Ari
> >> Blue Sky
> >>
> >>
> >>> Thanks...is it just me or is the body missing and garbled when quoted?
> >>> Hopefully below is easier to read and doesn't start a new topic
> >>>
> >>> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
> >>> http://www.nukepedia.com/gizmos/dynamics/
> >>>
> >>> These builds are for 6.3 and 7.0b100.
> >>> There are more concise descriptions on the respective pages, but  a
> brief
> >>> overview:
> >>>
> >>> Geometry Tools; surprisingly, creates and modifies geometry:
> >>>
> >>>Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
> copy
> >>> geometry onto points or with an accumulated transform.
> >>>
> >>>3D Curves that you can sweep, revolve, or create an axes on.
> >>>
> >>>Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
> face
> >>> removal/poking and point merging.
> >>>
> >>>Test geometry for intersection with an ellipsoid, trapezoid, or
> cylinder
> >>> for:
> >>>  modifying attributes with values or expressions, and applying
> Transform,
> >>> Bend, Bulge, Taper, and Twist deformers.
> >>>
> >>>
> >>>
> >>>
> >>> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
> >>>
> >>>Integration with particles to trigger emission when objects collide
> or
> >>> simulate geometry emitted from a stream.
> >>>
> >>>Achieve realtime playback with a massive amount of objects (30,000
> for
> >>> example).
> >>>
> >>>Simulate deforming geometry and concave objects.
> >>>
> >>>Animatable properties and constraints (point, hinge, spring, soft
> pin,
> >>> soft to rigid).
> >>>
> >>>Baking of both rigid and soft bodies (invokable in UI and
> command-line).
> >>>
> >>>Bake object transforms to Axis nodes.
> >>>
> >>>
> >>>
> >>> Thanks, and let me know of any issues.
> >>>
> >>>
> >>>
> >>> ___
> >>> 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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concave.nk
Description: Binary data
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[Nuke-users] readgeo attribute similar to read node's frame range "hold" ?

2012-11-12 Thread Ryan Fyffe
Hi Everyone,

Ran into a snag while using obj sequences from Maya (generated
using maya2nuke script).

To save on render times, I opted to not render the last 30 frames of an
animated bumper, which didn't have any motion. I'm able to hold the frame
of the rendered passes (EXRs) using their individual read node's "frame
range - hold" feature, but is there a similar attribue for the readgeo node?

Currently, when I pass the last frame of the obj sequence, I get ERROR and
it essentially disables my merge node, sitting downstream.

Cheers,
RY

-- 
Ryan Fyffe
214-729-3284 c
r...@illusionfields.com
Our show reel and more at illusionfields.com
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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Ari Rubenstein
I will try that, though if the pieces could become separate objects it would 
really get interesting! Imagine throwing a sphere at a wall, on impact it 
shatters with the veronoi fracturing (replace anim), then the pieces become 
part of a rigid body sim as they fall, once they bounce on the ground they 
spawn smaller particle rocks...

Now we're cookin with gas !

Ari

Sent from my iPhone

On Nov 12, 2012, at 4:26 PM, Frank Rueter  wrote:

> do a boolean set to intersection with the original geo afterwards (i.e. 
> sphere)
> 
> On 13/11/12 3:11 AM, a...@curvstudios.com wrote:
>> WOW, amazing additions to Nuke here. thank you so much...
>> 
>> now, lets get this party started !
>> 
>> 1)  with PolyShard I can't seem to break up an input geo (example: sphere)
>> into shards which retain the volume of the input sphere ?  am I thinking
>> about it correctly ?
>> 
>> more to come
>> 
>> thx
>> Ari
>> Blue Sky
>> 
>> 
>>> Thanks...is it just me or is the body missing and garbled when quoted?
>>> Hopefully below is easier to read and doesn't start a new topic
>>> 
>>> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
>>> http://www.nukepedia.com/gizmos/dynamics/
>>> 
>>> These builds are for 6.3 and 7.0b100.
>>> There are more concise descriptions on the respective pages, but  a brief
>>> overview:
>>> 
>>> Geometry Tools; surprisingly, creates and modifies geometry:
>>> 
>>>Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
>>> geometry onto points or with an accumulated transform.
>>> 
>>>3D Curves that you can sweep, revolve, or create an axes on.
>>> 
>>>Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
>>> removal/poking and point merging.
>>> 
>>>Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
>>> for:
>>>  modifying attributes with values or expressions, and applying Transform,
>>> Bend, Bulge, Taper, and Twist deformers.
>>> 
>>> 
>>> 
>>> 
>>> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
>>> 
>>>Integration with particles to trigger emission when objects collide or
>>> simulate geometry emitted from a stream.
>>> 
>>>Achieve realtime playback with a massive amount of objects (30,000 for
>>> example).
>>> 
>>>Simulate deforming geometry and concave objects.
>>> 
>>>Animatable properties and constraints (point, hinge, spring, soft pin,
>>> soft to rigid).
>>> 
>>>Baking of both rigid and soft bodies (invokable in UI and command-line).
>>> 
>>>Bake object transforms to Axis nodes.
>>> 
>>> 
>>> 
>>> Thanks, and let me know of any issues.
>>> 
>>> 
>>> 
>>> ___
>>> 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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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Frank Rueter
do a boolean set to intersection with the original geo afterwards (i.e. 
sphere)


On 13/11/12 3:11 AM, a...@curvstudios.com wrote:

WOW, amazing additions to Nuke here. thank you so much...

now, lets get this party started !

1)  with PolyShard I can't seem to break up an input geo (example: sphere)
into shards which retain the volume of the input sphere ?  am I thinking
about it correctly ?

more to come

thx
Ari
Blue Sky



Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but  a brief
overview:

Geometry Tools; surprisingly, creates and modifies geometry:

Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
geometry onto points or with an accumulated transform.

3D Curves that you can sweep, revolve, or create an axes on.

Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
removal/poking and point merging.

Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
for:
  modifying attributes with values or expressions, and applying Transform,
Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

Integration with particles to trigger emission when objects collide or
simulate geometry emitted from a stream.

Achieve realtime playback with a massive amount of objects (30,000 for
example).

Simulate deforming geometry and concave objects.

Animatable properties and constraints (point, hinge, spring, soft pin,
soft to rigid).

Baking of both rigid and soft bodies (invokable in UI and command-line).

Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.



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Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Marty Blumen
Very cool. That sounds perfect.

Sent from iEarth


On 13/11/2012, at 8:15, Ivan Busquets  wrote:

> Mmm, not really. Project3D won't change the projection mode of a camera, 
> whereas ScanlineRender can.
> 
> I was just trying to explain that the results stated in the original post are 
> not due to a caching issue, or Nuke ignoring the second ScanlineRender.
> But Nathan is right, there's no need to connect a camera to a ScanlineRender 
> set to "uv", so that's probably the easiest and safest approach :)
> 
> 
> 
> On Mon, Nov 12, 2012 at 11:05 AM, Marten Blumen  wrote:
>> 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  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  wrote:
 I think cloned cameras work als, which, keeps everything live.
 
 
 On 12 November 2012 11:14, Justin Ball  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  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  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
> 
> 
> ___

Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Marty Blumen
True, deNoise works quite well for low grain, ie Alexa  but Neat takes it the 
next level. I've had a few stability issues with Neat and always render it out. 
Anyone else had issues? On OsX.

Sent from iEarth


On 13/11/2012, at 8:14, Diogo Girondi  wrote:

> Never had much luck with the deNoise in Nuke, specially in footages with 
> extreme grain. Neat on the other hand never failed on me.
> 
> 
> On Mon, Nov 12, 2012 at 4:59 PM, Marten Blumen  wrote:
>> I find the new deNoise is very good, Neat is a step above it but deNoise can 
>> be enough.
>> 
>> 
>> On 13 November 2012 07:08, chris  wrote:
>>> On 11/9/12 at 8:25 PM,  (Deke Kincaid) wrote:
 Have you messed with the “new” 6.3 denoise tool?
>>> 
>>> i was really looking forward to that when it was announced, but 
>>> unfortunately i haven't managed to good results using it so far :/
>>> 
>>> i always assumed that i must be doing something wrong, but after several 
>>> attempts, watching tutorials etc i kinda gave up and went back to neat 
>>> video (like most other people here it seems).
>>> 
>>> ++ chris
>>> 
>>> 
>>> ___
>>> 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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Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Ivan Busquets
Mmm, not really. Project3D won't change the projection mode of a camera,
whereas ScanlineRender can.

I was just trying to explain that the results stated in the original post
are not due to a caching issue, or Nuke ignoring the second ScanlineRender.
But Nathan is right, there's no need to connect a camera to a
ScanlineRender set to "uv", so that's probably the easiest and safest
approach :)



On Mon, Nov 12, 2012 at 11:05 AM, Marten Blumen  wrote:

> 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  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  wrote:
>>
>>> I think cloned cameras work als, which, keeps everything live.
>>>
>>>
>>> On 12 November 2012 11:14, Justin Ball  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 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  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
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> 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

>>>
>>>
>>> ___
>>>

Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Nathan Rusch
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  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  wrote:

I think cloned cameras work als, which, keeps everything live.




On 12 November 2012 11:14, Justin Ball  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  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  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


  ___
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  VFX Supervisor, Comp, Effects, Pipeline and more...
  jus...@justinballvfx.com
  818.384.0923



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



-

Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Diogo Girondi
Never had much luck with the deNoise in Nuke, specially in footages with
extreme grain. Neat on the other hand never failed on me.


On Mon, Nov 12, 2012 at 4:59 PM, Marten Blumen  wrote:

> I find the new deNoise is very good, Neat is a step above it but deNoise
> can be enough.
>
>
> On 13 November 2012 07:08, chris  wrote:
>
>> On 11/9/12 at 8:25 PM,  (Deke Kincaid) wrote:
>>
>>> Have you messed with the “new” 6.3 denoise tool?
>>>
>>
>> i was really looking forward to that when it was announced, but
>> unfortunately i haven't managed to good results using it so far :/
>>
>> i always assumed that i must be doing something wrong, but after several
>> attempts, watching tutorials etc i kinda gave up and went back to neat
>> video (like most other people here it seems).
>>
>> ++ chris
>>
>>
>> __**_
>> 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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Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Marten Blumen
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  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  wrote:
>
>> I think cloned cameras work als, which, keeps everything live.
>>
>>
>> On 12 November 2012 11:14, Justin Ball  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  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  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
>>> 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
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>> 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
>
>  --
> ___
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> Nu

Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Nathan Rusch
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  wrote:

  I think cloned cameras work als, which, keeps everything live.




  On 12 November 2012 11:14, Justin Ball  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  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  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


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



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jus...@justinballvfx.com
818.384.0923





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Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Marten Blumen
I find the new deNoise is very good, Neat is a step above it but deNoise
can be enough.


On 13 November 2012 07:08, chris  wrote:

> On 11/9/12 at 8:25 PM,  (Deke Kincaid) wrote:
>
>> Have you messed with the “new” 6.3 denoise tool?
>>
>
> i was really looking forward to that when it was announced, but
> unfortunately i haven't managed to good results using it so far :/
>
> i always assumed that i must be doing something wrong, but after several
> attempts, watching tutorials etc i kinda gave up and went back to neat
> video (like most other people here it seems).
>
> ++ chris
>
>
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Re: [Nuke-users] UV un-wrapping -> re-wrapping issue

2012-11-12 Thread Ivan Busquets
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  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  wrote:
>
>> I think cloned cameras work als, which, keeps everything live.
>>
>>
>> On 12 November 2012 11:14, Justin Ball  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  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  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
>
>
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>>>
>>>
>>>
>>> --
>>> Justin Ball VFX
>>> VFX Supervisor, Comp, Effects, Pipeline and more...
>>> jus...@justinballvfx.com
>>> 818.384.0923
>>>
>>>
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>>
>>
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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread Johannes Hezer

Great stuff, amazing performance...
is that bullet based ? Or a your own solver ?
Thanks a lot for this!

-johannes

Am 11/9/12 7:58 PM, schrieb marsupial:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a 
brief overview:


Geometry Tools; surprisingly, creates and modifies geometry:


  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark
subdivision, face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.


  * Integration with particles to trigger emission when objects
collide or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects (30,000
for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.


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Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread chris

On 11/9/12 at 8:25 PM,  (Deke Kincaid) wrote:

Have you messed with the “new” 6.3 denoise tool?


i was really looking forward to that when it was announced, but 
unfortunately i haven't managed to good results using it so far :/


i always assumed that i must be doing something wrong, but after 
several attempts, watching tutorials etc i kinda gave up and 
went back to neat video (like most other people here it seems).


++ chris

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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread ar
WOW, amazing additions to Nuke here. thank you so much...

now, lets get this party started !

1)  with PolyShard I can't seem to break up an input geo (example: sphere)
into shards which retain the volume of the input sphere ?  am I thinking
about it correctly ?

more to come

thx
Ari
Blue Sky


> Thanks...is it just me or is the body missing and garbled when quoted?
> Hopefully below is easier to read and doesn't start a new topic
>
> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
> http://www.nukepedia.com/gizmos/dynamics/
>
> These builds are for 6.3 and 7.0b100.
> There are more concise descriptions on the respective pages, but  a brief
> overview:
>
> Geometry Tools; surprisingly, creates and modifies geometry:
>
>   Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
> geometry onto points or with an accumulated transform.
>
>   3D Curves that you can sweep, revolve, or create an axes on.
>
>   Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
> removal/poking and point merging.
>
>   Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
> for:
>  modifying attributes with values or expressions, and applying Transform,
> Bend, Bulge, Taper, and Twist deformers.
>
>
>
>
> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
>
>   Integration with particles to trigger emission when objects collide or
> simulate geometry emitted from a stream.
>
>   Achieve realtime playback with a massive amount of objects (30,000 for
> example).
>
>   Simulate deforming geometry and concave objects.
>
>   Animatable properties and constraints (point, hinge, spring, soft pin,
> soft to rigid).
>
>   Baking of both rigid and soft bodies (invokable in UI and command-line).
>
>   Bake object transforms to Axis nodes.
>
>
>
> Thanks, and let me know of any issues.
>
>
>
> ___
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Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Diogo Girondi
+1 for Neat too. The best NR available by far.


-diogo


On Mon, Nov 12, 2012 at 11:43 AM, Fredrik Pihl  wrote:

> I'd like to my +1 for Neat... I've used Neat for feature work since '05
> when it only was still image processing software.
> I went thru every NR software on the planet, regardless if it was for
> stills or costly blackbox solutions for restoration work, trying to save a
> project I was working on.
>
> I remember how amazed I was - and how hard I tried to convince Vlad how
> terribly superior his stuff was - and that I really really wanted a
> commandline version :)
> Anyhow... When all the other had gone home for the day.. i fired up neat
> image on every winPC i could find and processed a clip on each during the
> night... and the feature was saved :).
> I've used it ever since... and nowadays on nuke :)
>
> In my current project I will run 311,040 frames thru Neat :D
>
> /fredd
>
>
> On Thu, Nov 8, 2012 at 7:12 PM, Michael Bogen  wrote:
>
>> If you can use the technique that Jullk said you can always attach at
>> reformat node to the scanlineRender and set it to scale then make it twice
>> as big. that sometimes helps with softness.
>>
>> hope this helps,
>>
>> michaelb
>>
>>
>> On Nov 08, 2012, at 12:33 AM, adam jones  wrote:
>>
>> hey all
>>
>> I am looking for a better approach to a de_grain / re_grain system.
>>
>> I am on NukeX 6.3v8 and no additional plugs or tools.
>>
>> So I am, now was, de_graining with the simple grain with the mix on .75,
>> doing my work adding paint out with projections and keying in some shots
>> then doing a grain sample and applying grain back over the final image with
>> the furnace core re_grain node.
>>
>> I am getting returns on shot due to the softness, the softness is very
>> very minor (for broadcast on TV) problem comes along when it goes to base
>> light and work is viewed on a 5 meter wide projection screen, the softness
>> is seen when they do a A/B wipe with original and comped work.
>>
>> I am now not de_graining but only applying re_grain to paint out with
>> projections and other stills used.
>>
>> This will probably get me by but it is all about learning..
>>
>> So I guess I am asking if anyone has any techniques or tips (different
>> de_grain approach) with the tools at hand.
>>
>> cheers and thank you
>>
>> -adam
>> ___
>> Nuke-users mailing list
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>>
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>
>
>
>  --
> __
> *Fredrik Pihl - **visual effects supervisor - digital compositor*
> *UNITED IMAGE CREATORS AB*
> rönnvägen 11, se-14144 huddinge, sweden
> +46-721 86 58 40
>
> *CONFIDENTIALITY NOTICE: This e-mail message is intended only for the
> above-mentioned recipient(s). Its content is confidential. If you have
> received this e-mail by error, please notify us immediately and delete
> it without making a copy, nor disclosing its content, nor taking any
> action based thereon. Thank you.*
>
>
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Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Fredrik Pihl
I'd like to my +1 for Neat... I've used Neat for feature work since '05
when it only was still image processing software.
I went thru every NR software on the planet, regardless if it was for
stills or costly blackbox solutions for restoration work, trying to save a
project I was working on.

I remember how amazed I was - and how hard I tried to convince Vlad how
terribly superior his stuff was - and that I really really wanted a
commandline version :)
Anyhow... When all the other had gone home for the day.. i fired up neat
image on every winPC i could find and processed a clip on each during the
night... and the feature was saved :).
I've used it ever since... and nowadays on nuke :)

In my current project I will run 311,040 frames thru Neat :D

/fredd


On Thu, Nov 8, 2012 at 7:12 PM, Michael Bogen  wrote:

> If you can use the technique that Jullk said you can always attach at
> reformat node to the scanlineRender and set it to scale then make it twice
> as big. that sometimes helps with softness.
>
> hope this helps,
>
> michaelb
>
>
> On Nov 08, 2012, at 12:33 AM, adam jones  wrote:
>
> hey all
>
> I am looking for a better approach to a de_grain / re_grain system.
>
> I am on NukeX 6.3v8 and no additional plugs or tools.
>
> So I am, now was, de_graining with the simple grain with the mix on .75,
> doing my work adding paint out with projections and keying in some shots
> then doing a grain sample and applying grain back over the final image with
> the furnace core re_grain node.
>
> I am getting returns on shot due to the softness, the softness is very
> very minor (for broadcast on TV) problem comes along when it goes to base
> light and work is viewed on a 5 meter wide projection screen, the softness
> is seen when they do a A/B wipe with original and comped work.
>
> I am now not de_graining but only applying re_grain to paint out with
> projections and other stills used.
>
> This will probably get me by but it is all about learning..
>
> So I guess I am asking if anyone has any techniques or tips (different
> de_grain approach) with the tools at hand.
>
> cheers and thank you
>
> -adam
> ___
> Nuke-users mailing list
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>
>
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-- 
__
*Fredrik Pihl - **visual effects supervisor - digital compositor*
*UNITED IMAGE CREATORS AB*
rönnvägen 11, se-14144 huddinge, sweden
+46-721 86 58 40

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Re: [Nuke-users] Re: Tricks1 Plugins

2012-11-12 Thread Spider
Hi,

Thanks for details,
I was on my way to ask for a demo.

Let me know how
(by Progis or you ?)

Spider


*Luddnel Spider Magne **|** Director - Lead Motion Compositor*
555Lab – Alchemy between you and us
104 rue de la Folie Méricourt 75011 Paris
Office (+33)148 075 055
Mobile (+33)699 434 555 | 555lab.com 



2012/11/9 jerome 

> **
> Hi spider,
>
> T_Despill is a tool used for greenscreen, bluescren, blackscreen.
> It's a despill color-correction with control of color edges extended.
> It's can be also used to supress the edges problem of front shooted in
> front of an other background.
>
> T_compose is a tool (like Merge or Keymix) with advanced control.
> A local match-grade of front to the background.
> You can diffuse the local area with a diffusion parameters and also match
> the luminance. It's very efficient.
>
> You can also control the backlight of background to the front with
> advanced parameters like (global, edges, low, high value of front) or
> (low,medium,high value) of back.
>
> T_EdgeDetect is a tool with in&out control of edges
>
> T_LMHkey is a low,medium,high value keyer.
>
>
> The price of this plugin package is:
> 300 euros for a single interactive license (you can use in interactive or
> batch mode)
> 100 euros for a single render license (batch mode only)
> 2500 euros for a site license (1000 interactive & render licenses for
> company).
>
> The best way to get an idea of plugins and see if you like it would be
> evaluate them. We can generate an temporary license.
>
> We can also to do a demo to you with production's examples.
>
> Kinds Regards,
> Jerome - Tricks1
>
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[Nuke-users] Re: Importing file sequences

2012-11-12 Thread MisterM
I do,

And I've sent a bug report to the beta developers.
So far the only way to get around this bug is to drag and drop the sequences 
you need. But that can get quite messy after a while if you just need to update 
one specific file.



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[Nuke-users] Re: Nuke 7 'Getting up to Speed' - UK Evening Training Course

2012-11-12 Thread mattdleonard
Just to let people know there are still places available on this course.

Matt


Sphere VFX Ltd
3D . VFX . Training
www.spherevfx.com



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[Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-12 Thread marsupial
Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic

http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
http://www.nukepedia.com/gizmos/dynamics/

These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but  a brief 
overview:

Geometry Tools; surprisingly, creates and modifies geometry:

Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy 
geometry onto points or with an accumulated transform.

3D Curves that you can sweep, revolve, or create an axes on.

Boolean operations, face/edge extrusion, Catmull-Clark subdivision, 
face removal/poking and point merging.

Test geometry for intersection with an ellipsoid, trapezoid, or 
cylinder for:
 modifying attributes with values or expressions, and applying Transform, Bend, 
Bulge, Taper, and Twist deformers.




Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.

Integration with particles to trigger emission when objects collide or 
simulate geometry emitted from a stream.

Achieve realtime playback with a massive amount of objects (30,000 for 
example).

Simulate deforming geometry and concave objects.

Animatable properties and constraints (point, hinge, spring, soft pin, 
soft to rigid).

Baking of both rigid and soft bodies (invokable in UI and command-line).

Bake object transforms to Axis nodes.



Thanks, and let me know of any issues.



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Re: [Nuke-users] de_grain and re_grain problems

2012-11-12 Thread Michael Bogen
If you can use the technique that Jullk said you can always attach at reformat node to the scanlineRender and set it to scale then make it twice as big. that sometimes helps with softness.hope this helps, michaelbOn Nov 08, 2012, at 12:33 AM, adam jones  wrote:hey all  I am looking for a better approach to a de_grain / re_grain system.  I am on NukeX 6.3v8 and no additional plugs or tools.  So I am, now was, de_graining with the simple grain with the mix on .75, doing my work adding paint out with projections and keying in some shots then doing a grain sample and applying grain back over the final image with the furnace core re_grain node.  I am getting returns on shot due to the softness, the softness is very very minor (for broadcast on TV) problem comes along when it goes to base light and work is viewed on a 5 meter wide projection screen, the softness is seen when they do a A/B wipe with original and comped work.  I am now not de_graining but only applying re_grain to paint out with projections and other stills used.  This will probably get me by but it is all about learning..  So I guess I am asking if anyone has any techniques or tips (different de_grain approach) with the tools at hand.  cheers and thank you  -adam ___ 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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Re: [Nuke-users] [Announce] Geometry-Tools and Dynamic-Solver beta plugins available

2012-11-12 Thread Johannes Saam
Hey!

That looks really cool!

I am currently working on 3D tools as well. I am hitting the wall a lot
though, this gives me hope! :)

Would you, or anyone be interested in making a tool set like this, open
source it as an API? All those low level geometry operations are great, I
would love to have an extended api that makes it EASY to create, edit and
interact with geometry. Basically a framework that abstracts all the
annoying bits and developers can create LOTS of tools easily? I have so
many ideas but always get to frustrated with the 3D api. What do people
think? I don't think a rewrite of the 3D api is coming soon, maybe we can
drive something that will benefit everyone?

Thanks for your tools and let me know what you think!

Rock on
jo


On Sun, Nov 11, 2012 at 12:28 AM, ArnoB  wrote:

> really really nice work!
> thanks!
>
>
> On 9 nov 2012, at 03:31, Frederich Munch wrote:
>
>
> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
> http://www.nukepedia.com/gizmos/dynamics/
>
> These builds are for 6.3 and 7.0b100.
> There are more concise descriptions on the respective pages, but  a brief
> overview
>
> Geometry Tools; surprisingly,  creates and modifies geometry:
>  Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
> geometry onto points or with an accumulated transform.
>  3D Curves that you can sweep, revolve, or create an axes on.
>  Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
> removal/poking and point merging.
>  Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
> for:
>  modifying attributes with values or expressions, and applying Transform,
> Bend, Bulge, Taper, and Twist deformers.
>
> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
>  Integration with particles to trigger emission when objects collide or
> simulate geometry emitted from a stream.
>  Achieve realtime playback with a massive amount of objects (30,000 for
> example).
>  Simulate deforming geometry and concave objects.
>  Animatable properties and constraints (point, hinge, spring, soft pin,
> soft to rigid).
>  Baking of both rigid and soft bodies (invokable in UI and command-line).
>  Bake object transforms to Axis nodes.
>
>
> Thanks, and let me know of any issues.
>
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>
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> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
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[Nuke-users] Re: Tricks1 Plugins

2012-11-12 Thread jerome
Hi spider,

T_Despill is a tool used for greenscreen, bluescren, blackscreen.
It's a despill color-correction with control of color edges extended.
It's can be also used to supress the edges problem of front shooted in front of 
an other background.

T_compose is a tool (like Merge or Keymix) with advanced control.
A local match-grade of front to the background.
You can diffuse the local area with a diffusion parameters and also match the 
luminance. It's very efficient.

You can also control the backlight of background to the front with advanced 
parameters like (global, edges, low, high value of front) or (low,medium,high 
value) of back.

T_EdgeDetect is a tool with in&out control of edges

T_LMHkey is a low,medium,high value keyer.


The price of this plugin package is:
300 euros for a single interactive license (you can use in interactive or batch 
mode)
100 euros for a single render license (batch mode only)
2500 euros for a site license (1000 interactive & render licenses for company).

The best way to get an idea of plugins and see if you like it would be evaluate 
them. We can generate an temporary license.

We can also to do a demo to you with  production's examples.

Kinds Regards,
Jerome - Tricks1



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