Re: [Nuke-users] Amateur Question: Transform Node after Source Image

2013-04-29 Thread Howard Jones
Yup like Ron says. 
Otherwise just for a start you will be blending screen and edge pixels together 
which makes the edge worse. 

Howard

On 29 Apr 2013, at 15:44, Ron Ganbar  wrote:

> Again, always Transform after the key. ALWAYS.
> You're doing it wrong otherwise.
> 
> 
> 
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
> 
> 
> On 29 April 2013 17:34, Elias Ericsson Rydberg 
>  wrote:
>> Black outside looks checked to me.
>> 
>> Maybe you could use the reformat node to match them in size?
>> 
>> 
>> 2013/4/29 Ron Ganbar 
>>> Always transform after the key.
>>> If you turn on 'black outside' on the transform, you won't get the stretchy 
>>> pixels.
>>> 
>>> 
>>> 
>>> Ron Ganbar
>>> email: ron...@gmail.com
>>> tel: +44 (0)7968 007 309 [UK]
>>>  +972 (0)54 255 9765 [Israel]
>>> url: http://ronganbar.wordpress.com/
>>> 
>>> 
>>> On 22 April 2013 17:35, thawk127  wrote:
 giving me problems. I'm trying to scale down my keyed source clip to 
 better fit the backplate. Each time I do I get the following behavior. 
 
 Any suggestions on what I may be doing wrong?
 
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Re: [Nuke-users] Premult of Mask channel

2013-04-29 Thread Howard Jones
Always grade with an unpremult source with very few exceptions
So
If the CG is premuliplied then do
CG-unpremult-grade-grade-grade etc-premult

You can use the unpremult in a grade/CC  node but if there is more than one in 
a row it's easier to unpremult do ya grades then premult. 

Howard

On 19 Apr 2013, at 06:08, "amstos"  wrote:

> While we ColorCorrect or Grade a CG render (with Alpha), which of the 
> following method works best
> 
> Method 1:
> -Create and connect 'Premult' node to the CG footage
> -Create and connect 'Grade' node to the 'Premult' node
> -Create and connect 'Unpremult' node to the 'Grade' node.
> -Now when we adjust values on the 'Grade' node, it will also read the Alpha 
> channel and we get to see nice edges while color correcting.
> 
> Method 2: 
> -Create and connect 'Grade' node to the CG footage
> -Also connect 'Mask' input from the 'Grade' node to CG footage (which will 
> automatically read the Alpha channel from the CG footage while adjusting 
> values on the 'Grade' node)
> 
> For me, both methods works good, just that 'Method 2' is simple with minimal 
> nodes.
> 
> Does anybody has any work experience on both of the above and feel one is 
> better than then other?
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AW: AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Thorsten Kaufmann
Hey Howard,

thanks. That would probably work. I was hoping somebody would come up with a 
"live" solution. One thing that needs updating i have toyed with is
Having the "virtual group" use a CMSPattern as input and writing a LUT as 
output. Then just slap in a VectorField where the "sub-tree" is needed.
As i am pretty much only talking color nodes that kinda works. But it is next 
to impossible to work with colors and grades if you have to click to update.

Regards,
Thorsten
Thorsten Kaufmann
Head of Production


Mackevision Medien Design GmbH
Forststraße 7
D-70174 Stuttgart

T  +49 711 93 30 48 59
F  +49 711 93 30 48 90
M +49 151 19 55 55 02

thorsten.kaufm...@mackevision.de
http://www.mackevision.de

Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
HRB 243735 Amtsgericht Stuttgart

Von: nuke-users-boun...@support.thefoundry.co.uk 
[nuke-users-boun...@support.thefoundry.co.uk] im Auftrag von Howard Jones 
[mrhowardjo...@yahoo.com]
Gesendet: Montag, 29. April 2013 18:03
An: Nuke user discussion
Betreff: Re: AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

What if
1. When you create the node you actually copy a gizmo script to a location with 
a unique name. If it needs to work across all scripts rather than in the one 
script then I guess skip the unique name
2. Have an update button in the node which effectively rewrites that gizmo with 
all the changes and
3. replaces all nodes referencing that gizmo with the new one.

It would require stopping the user from making new uniquely named nodes, or a 
function that would (like force clone) set all similar nodes to only one 
version (and remove/archive the others?) of the external gizmo.
And it could check the script for the node and alert the user to whether or not 
they wanted to start a new version or use a copy(clone) of the already created 
version

Not as immediate but has the slight advantage that if you screw it up you could 
always go back to another version in the script until you update.

Would that work?

Howard


From: Thorsten Kaufmann 
To: Nuke user discussion 
Sent: Monday, 29 April 2013, 16:44
Subject: AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

Thanks everyone,

i am aware of node-by-node workarounds. This is not what I need though. Compers 
might add arbitrary nodes at any point or time, and
preventing them from manually having to clone nodes around is the whole idea. 
So adding and removing nodes must happen automatically
too.

Von: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Elias 
Ericsson Rydberg
Gesendet: Montag, 29. April 2013 17:27
An: Nuke user discussion
Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

Hey,

I have never had any issues with cloning nodes corrupting scripts, but if you 
have it makes sense you avoid it. The other approach would be to copy the 
network, link all knobs to the "master" network and use python callbacks to 
have all other copied networks inherit the change.

I'm not sure it would work, but maybe give it a try? 
http://www.youtube.com/watch?v=az6A1BCDXzY

Cheers,
Elias

2013/4/29 Thorsten Kaufmann 
mailto:thorsten.kaufm...@mackevision.de>>
Hi there,

i am aware of cloning, but you cannot clone groups. Also cloning has been an 
infinite source of agony here. Has this changed for 7? (Corrupt scripts
that can only be “fixed” by removing clones via texteditor). In addition there 
are python tools to create a linked copy as opposed to a clone, but that
also does not allow me to have a group of nodes being cloned. PreComp also 
won’t work because I need the ops to be in the script and editable
live.

Thanks and Regards,
Thorsten

Von: 
nuke-users-boun...@support.thefoundry.co.uk
 
[mailto:nuke-users-boun...@support.thefoundry.co.uk]
 Im Auftrag von Elias Ericsson Rydberg
Gesendet: Montag, 29. April 2013 16:22
An: Nuke user discussion
Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

I believe cloned nodes does just what you are after? If you change the value of 
a clone it will also affect the "parent". Simply select and Alt+K.

I tried making a gizmo out a little network, but gizmos can't be cloned. At 
least not in 6.3.

2013/4/29 Thorsten Kaufmann 
mailto:thorsten.kaufm...@mackevision.de>>
Hey there,

i am trying to find the best way to “instance” (clone?) a set of nodes. 
Basically I want to have a bunch
of nodes that are then used at many different places within the script. When 
nodes are added/changed
it needs to be updated everywhere. In an ideal world it would work somewhat 
like a group that can be
cloned and expanded right within the script.

Any pointers or ideas? Please note I am also open to NDK solutions if anybody 
has done an

Re: [Nuke-users] Re: Globally disable motion blur in the viewer?

2013-04-29 Thread Nick Guth
You could use something like this. It looks for motion blur knobs and disables 
it in the GUI. Alternatively, you can just set its value to 0, then before 
rendering set it back to a value.

x=nuke.allNodes()
for n in x:
 try:
  n['motionblur'].setExpression("$gui")
 except:
  pass

Typed it on my ipad, so tabs might not be properly spaced. Cheers.

Nick Guth
Sent from my iPad

On Apr 17, 2013, at 1:53 PM, "loocas"  wrote:

> Thanks for the tip.
> 
> It's not exactly what I'm after, but if scripting is the only way, I can make 
> a simple tool to do just that, I was just curious whether there actually 
> isn't a built-in way of doing so.
> 
> It'd seem this functionality to be built-in as it is rather useful.
> 
> 
> 
> - loocas
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Re: [Nuke-users] Trouble Importing my EXR with Layers

2013-04-29 Thread Nathan Rusch
Don’t forget that multi-layer EXRs have higher read overhead than single-layer 
files do, since layers are scanline-interleaved within the EXR file itself.

Until everyone starts using EXR 2.0 (including Nuke’s exrReader), separate 
sequences is still the more efficient option.

-Nathan



From: Elias Ericsson Rydberg 
Sent: Monday, April 29, 2013 7:49 AM
To: Nuke user discussion 
Subject: Re: [Nuke-users] Trouble Importing my EXR with Layers

What I gather from your post is that you have rendered to multiple EXR's 
instead of one EXR with layers. This is actually my prefered way of doing it as 
a multichannel EXR requires you to shuffle out the layers anyway (unless you 
want to specify what layers to merge in every merge node eg.) 

If you are using V-Ray you pick exr (multichannel) as your output to get 
multichannel exr.

My prefered way is to just drag and drop the folder containing the rendered 
images into nuke, nuke will automatically identify the sequences and you are 
good to go.



2013/4/29 Ron Ganbar 

  Can you actually describe the problem? 
  What does 'S?' mean?



  Ron Ganbar
  email: ron...@gmail.com
  tel: +44 (0)7968 007 309 [UK]
   +972 (0)54 255 9765 [Israel]
  url: http://ronganbar.wordpress.com/



  On 26 April 2013 07:40, seithr  wrote:

Hey, Ive just rendered out all my layers in maya such as the ligths, 
diffuse, specular etc etc, but when I try and bring them into nuke I have to 
make a read file for each individual pass because for some reason it wont 
import a single EXR sequence with layers. 

How do I get around this :S? 

any help is greatly apreciated!!

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nuke-users@support.thefoundry.co.uk

2013-04-29 Thread ArnoB
Heya,

you can find all the command line options by typing:
./Nuke7.0 -h

then the -t flag is there to get an interactive terminal session
(running nuke from the command line)
or -x  to render a script, which is what you want
if you want i think

gr
arno


On 17 apr 2013, at 04:05, cdinic wrote:

> Thanks guys for the feedback. Deke, I tried the unzip and that worked great. 
> 
> Now the million $ question... Is there any way to successfully run Nuke from 
> the command terminal? I'm trying to initiate a render job from a remote 
> terminal, but I'm getting this error:
> 
> ~/nuke$ ./Nuke7.0 
> ./Nuke7.0: error while loading shared libraries: libXcursor.so.1: cannot open 
> shared object file: No such file or directory
> 
> I'm assuming that means I need to have an xwindows session going. Is there 
> any way around that?
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Re: AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Howard Jones
What if
1. When you create the node you actually copy a gizmo script to a location with 
a unique name. If it needs to work across all scripts rather than in the one 
script then I guess skip the unique name
2. Have an update button in the node which effectively rewrites that gizmo with 
all the changes and
3. replaces all nodes referencing that gizmo with the new one.

It would require stopping the user from making new uniquely named nodes, or a 
function that would (like force clone) set all similar nodes to only one 
version (and remove/archive the others?) of the external gizmo.
And it could check the script for the node and alert the user to whether or not 
they wanted to start a new version or use a copy(clone) of the already created 
version


Not as immediate but has the slight advantage that if you screw it up you could 
always go back to another version in the script until you update.

Would that work?

 
Howard



>
> From: Thorsten Kaufmann 
>To: Nuke user discussion  
>Sent: Monday, 29 April 2013, 16:44
>Subject: AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes
> 
>
>
>Thanks everyone,
> 
>i am aware of node-by-node workarounds. This is not what I need though. 
>Compers might add arbitrary nodes at any point or time, and
>preventing them from manually having to clone nodes around is the whole idea. 
>So adding and removing nodes must happen automatically
>too.
> 
>Von:nuke-users-boun...@support.thefoundry.co.uk 
>[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Elias 
>Ericsson Rydberg
>Gesendet: Montag, 29. April 2013 17:27
>An: Nuke user discussion
>Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes
> 
>Hey,
> 
>I have never had any issues with cloning nodes corrupting scripts, but if you 
>have it makes sense you avoid it. The other approach would be to copy the 
>network, link all knobs to the "master" network and use python callbacks to 
>have all other copied networks inherit the change.
> 
>I'm not sure it would work, but maybe give it a try? 
>http://www.youtube.com/watch?v=az6A1BCDXzY
> 
>Cheers,
>Elias
> 
>2013/4/29 Thorsten Kaufmann 
>Hi there,
> 
>i am aware of cloning, but you cannot clone groups. Also cloning has been an 
>infinite source of agony here. Has this changed for 7? (Corrupt scripts
>that can only be “fixed” by removing clones via texteditor). In addition there 
>are python tools to create a linked copy as opposed to a clone, but that
>also does not allow me to have a group of nodes being cloned. PreComp also 
>won’t work because I need the ops to be in the script and editable
>live.
> 
>Thanks and Regards,
>Thorsten
> 
>Von:nuke-users-boun...@support.thefoundry.co.uk 
>[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Elias 
>Ericsson Rydberg
>Gesendet: Montag, 29. April 2013 16:22
>An: Nuke user discussion
>Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes
> 
>I believe cloned nodes does just what you are after? If you change the value 
>of a clone it will also affect the "parent". Simply select and Alt+K.
> 
>I tried making a gizmo out a little network, but gizmos can't be cloned. At 
>least not in 6.3.
> 
>2013/4/29 Thorsten Kaufmann 
>Hey there,
> 
>i am trying to find the best way to “instance” (clone?) a set of nodes. 
>Basically I want to have a bunch
>of nodes that are then used at many different places within the script. When 
>nodes are added/changed
>it needs to be updated everywhere. In an ideal world it would work somewhat 
>like a group that can be
>cloned and expanded right within the script.
> 
>Any pointers or ideas? Please note I am also open to NDK solutions if anybody 
>has done anything
>Similar (e.g. would it be a feasible way to have a node that internally 
>recreates a nodetree of
>A specified group and acts like a clone?).
> 
>Kind regards,
>Thorsten
>Thorsten Kaufmann
>Head of Production 
>
>
>
>Mackevision Medien Design GmbH
>Forststraße 7
>D-70174 Stuttgart
>T  +49 711 93 30 48 59
>F  +49 711 93 30 48 90
>M +49 151 19 55 55 02
>thorsten.kaufm...@mackevision.de
>http://www.mackevision.de
>Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
>HRB 243735 Amtsgericht Stuttgart
>
>
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AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Thorsten Kaufmann
Thanks everyone,

i am aware of node-by-node workarounds. This is not what I need though. Compers 
might add arbitrary nodes at any point or time, and
preventing them from manually having to clone nodes around is the whole idea. 
So adding and removing nodes must happen automatically
too.

Von: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Elias 
Ericsson Rydberg
Gesendet: Montag, 29. April 2013 17:27
An: Nuke user discussion
Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

Hey,

I have never had any issues with cloning nodes corrupting scripts, but if you 
have it makes sense you avoid it. The other approach would be to copy the 
network, link all knobs to the "master" network and use python callbacks to 
have all other copied networks inherit the change.

I'm not sure it would work, but maybe give it a try? 
http://www.youtube.com/watch?v=az6A1BCDXzY

Cheers,
Elias

2013/4/29 Thorsten Kaufmann 
mailto:thorsten.kaufm...@mackevision.de>>
Hi there,

i am aware of cloning, but you cannot clone groups. Also cloning has been an 
infinite source of agony here. Has this changed for 7? (Corrupt scripts
that can only be "fixed" by removing clones via texteditor). In addition there 
are python tools to create a linked copy as opposed to a clone, but that
also does not allow me to have a group of nodes being cloned. PreComp also 
won't work because I need the ops to be in the script and editable
live.

Thanks and Regards,
Thorsten

Von: 
nuke-users-boun...@support.thefoundry.co.uk
 
[mailto:nuke-users-boun...@support.thefoundry.co.uk]
 Im Auftrag von Elias Ericsson Rydberg
Gesendet: Montag, 29. April 2013 16:22
An: Nuke user discussion
Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

I believe cloned nodes does just what you are after? If you change the value of 
a clone it will also affect the "parent". Simply select and Alt+K.

I tried making a gizmo out a little network, but gizmos can't be cloned. At 
least not in 6.3.

2013/4/29 Thorsten Kaufmann 
mailto:thorsten.kaufm...@mackevision.de>>
Hey there,

i am trying to find the best way to "instance" (clone?) a set of nodes. 
Basically I want to have a bunch
of nodes that are then used at many different places within the script. When 
nodes are added/changed
it needs to be updated everywhere. In an ideal world it would work somewhat 
like a group that can be
cloned and expanded right within the script.

Any pointers or ideas? Please note I am also open to NDK solutions if anybody 
has done anything
Similar (e.g. would it be a feasible way to have a node that internally 
recreates a nodetree of
A specified group and acts like a clone?).

Kind regards,
Thorsten

Thorsten Kaufmann
Head of Production


Mackevision Medien Design GmbH
Forststraße 7
D-70174 Stuttgart

T  +49 711 93 30 48 59
F  +49 711 93 30 48 90
M +49 151 19 55 55 02

thorsten.kaufm...@mackevision.de
http://www.mackevision.de

Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
HRB 243735 Amtsgericht Stuttgart


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Re: [Nuke-users] Re: Projecting with Displacement shader

2013-04-29 Thread Michael Garrett
Hi Marty,

Thanks! That seems to work - I was piping my texture (rgba image) into the
Card input but you've got it going into the Displacement shader so it's
more obviously staying in sync with the displacement.

Michael


On 26 April 2013 17:27, marty b  wrote:

> **
> Like this?:
>
> set cut_paste_input [stack 0]
> version 7.0 v6
> Camera2 {
> inputs 0
> translate {1.631346107 0.4529297352 2.102210045}
> rotate {-9.659988623 37.81199213 0}
> name Camera2
> selected true
> xpos -330
> ypos 125
> }
> set N7340fb0 [stack 0]
> Light2 {
> inputs 0
> translate {0.555943 0 0.389857}
> depthmap_slope_bias 0.01
> name Light1
> selected true
> xpos 26
> ypos 168
> }
> push $N7340fb0
> CheckerBoard2 {
> inputs 0
> name CheckerBoard1
> selected true
> xpos -415
> ypos -48
> }
> Constant {
> inputs 0
> channels rgb
> color 0.48
> name Constant1
> selected true
> xpos -277
> ypos -63
> }
> Phong {
> name Phong1
> selected true
> xpos -277
> ypos 33
> }
> Displacement {
> inputs 2
> name Displacement1
> selected true
> xpos -321
> ypos 65
> }
> Camera2 {
> inputs 0
> translate {-0.97522571 0.52773166 3.888731718}
> rotate {-7.451987394 -15.45600434 0}
> name Camera1
> tile_color 0xff
> selected true
> xpos -36
> ypos -72
> }
> push $cut_paste_input
> Card2 {
> rows 2
> columns 2
> control_points {3 3 3 6
>
> 1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0
> 0} 0 {0 0 0}
> 1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865
> 0} 0 {0 0 0} 0 {0.5 0 0}
> 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0
> 0} 0 {1 0 0}
> 1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0
> -0.166716 0} 0 {0 0.5 0}
> 1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0}
> 0 {0 -0.166716 0} 0 {0.5 0.5 0}
> 1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0
> -0.166716 0} 0 {1 0.5 0}
> 1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865
> 0} 0 {0 1 0}
> 1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0
> -0.166865 0} 0 {0.5 1 0}
> 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865
> 0} 0 {1 1 0} }
> name Card1
> selected true
> xpos -136
> ypos -106
> }
> UVProject {
> inputs 2
> name UVProject1
> selected true
> xpos -136
> ypos 9
> }
> ApplyMaterial {
> inputs 2
> name ApplyMaterial1
> selected true
> xpos -136
> ypos 117
> }
> Scene {
> inputs 3
> name Scene1
> selected true
> xpos -154
> ypos 227
> }
> push 0
> ScanlineRender {
> inputs 3
> motion_vectors_type distance
> name ScanlineRender1
> label "\[value projection_mode]"
> selected true
> xpos -199
> ypos 335
> }
>
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Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Ron Ganbar
Far as I remember:

   - Clone can on ocassion corrupt scripts. Happened to me a couple of
   times and was discussed on the forum a few times as well. Maybe it was
   fixed in 7 - don't know.
   - There's a pasteWithConnections script on Nukepedia, which does a Shake
   style clone. Not sure if that's the correct name for it, though.




Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 29 April 2013 18:26, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> Hey,
>
> I have never had any issues with cloning nodes corrupting scripts, but if
> you have it makes sense you avoid it. The other approach would be to copy
> the network, link all knobs to the "master" network and use python
> callbacks to have all other copied networks inherit the change.
>
> I'm not sure it would work, but maybe give it a try?
> http://www.youtube.com/watch?v=az6A1BCDXzY
>
> Cheers,
> Elias
>
>
> 2013/4/29 Thorsten Kaufmann 
>
>> Hi there,
>>
>> ** **
>>
>> i am aware of cloning, but you cannot clone groups. Also cloning has been
>> an infinite source of agony here. Has this changed for 7? (Corrupt scripts
>> 
>>
>> that can only be “fixed” by removing clones via texteditor). In addition
>> there are python tools to create a linked copy as opposed to a clone, but
>> that
>>
>> also does not allow me to have a group of nodes being cloned. PreComp
>> also won’t work because I need the ops to be in the script and editable**
>> **
>>
>> live.
>>
>> ** **
>>
>> Thanks and Regards,
>>
>> Thorsten
>>
>> ** **
>>
>> *Von:* nuke-users-boun...@support.thefoundry.co.uk [mailto:
>> nuke-users-boun...@support.thefoundry.co.uk] *Im Auftrag von *Elias
>> Ericsson Rydberg
>> *Gesendet:* Montag, 29. April 2013 16:22
>> *An:* Nuke user discussion
>> *Betreff:* Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes
>> 
>>
>> ** **
>>
>> I believe cloned nodes does just what you are after? If you change the
>> value of a clone it will also affect the "parent". Simply select and Alt+K.
>> 
>>
>> ** **
>>
>> I tried making a gizmo out a little network, but gizmos can't be cloned.
>> At least not in 6.3.
>>
>> ** **
>>
>> 2013/4/29 Thorsten Kaufmann 
>>
>> Hey there,
>>
>>  
>>
>> i am trying to find the best way to “instance” (clone?) a set of nodes.
>> Basically I want to have a bunch
>>
>> of nodes that are then used at many different places within the script.
>> When nodes are added/changed
>>
>> it needs to be updated everywhere. In an ideal world it would work
>> somewhat like a group that can be
>>
>> cloned and expanded right within the script.
>>
>>  
>>
>> Any pointers or ideas? Please note I am also open to NDK solutions if
>> anybody has done anything
>>
>> Similar (e.g. would it be a feasible way to have a node that internally
>> recreates a nodetree of
>>
>> A specified group and acts like a clone?).
>>
>>  
>>
>> Kind regards,
>>
>> Thorsten
>>
>> Thorsten Kaufmann
>> Head of Production 
>> --
>>
>> Mackevision Medien Design GmbH
>> Forststraße 7
>> D-70174 Stuttgart
>>
>> T  +49 711 93 30 48 59
>> F  +49 711 93 30 48 90
>> M +49 151 19 55 55 02
>>
>> thorsten.kaufm...@mackevision.de
>> http://www.mackevision.de
>>
>> Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
>> HRB 243735 Amtsgericht Stuttgart
>>
>>
>>
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Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Elias Ericsson Rydberg
Hey,

I have never had any issues with cloning nodes corrupting scripts, but if
you have it makes sense you avoid it. The other approach would be to copy
the network, link all knobs to the "master" network and use python
callbacks to have all other copied networks inherit the change.

I'm not sure it would work, but maybe give it a try?
http://www.youtube.com/watch?v=az6A1BCDXzY

Cheers,
Elias


2013/4/29 Thorsten Kaufmann 

> Hi there,
>
> ** **
>
> i am aware of cloning, but you cannot clone groups. Also cloning has been
> an infinite source of agony here. Has this changed for 7? (Corrupt scripts
> 
>
> that can only be “fixed” by removing clones via texteditor). In addition
> there are python tools to create a linked copy as opposed to a clone, but
> that
>
> also does not allow me to have a group of nodes being cloned. PreComp also
> won’t work because I need the ops to be in the script and editable
>
> live.
>
> ** **
>
> Thanks and Regards,
>
> Thorsten
>
> ** **
>
> *Von:* nuke-users-boun...@support.thefoundry.co.uk [mailto:
> nuke-users-boun...@support.thefoundry.co.uk] *Im Auftrag von *Elias
> Ericsson Rydberg
> *Gesendet:* Montag, 29. April 2013 16:22
> *An:* Nuke user discussion
> *Betreff:* Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes*
> ***
>
> ** **
>
> I believe cloned nodes does just what you are after? If you change the
> value of a clone it will also affect the "parent". Simply select and Alt+K.
> 
>
> ** **
>
> I tried making a gizmo out a little network, but gizmos can't be cloned.
> At least not in 6.3.
>
> ** **
>
> 2013/4/29 Thorsten Kaufmann 
>
> Hey there,
>
>  
>
> i am trying to find the best way to “instance” (clone?) a set of nodes.
> Basically I want to have a bunch
>
> of nodes that are then used at many different places within the script.
> When nodes are added/changed
>
> it needs to be updated everywhere. In an ideal world it would work
> somewhat like a group that can be
>
> cloned and expanded right within the script.
>
>  
>
> Any pointers or ideas? Please note I am also open to NDK solutions if
> anybody has done anything
>
> Similar (e.g. would it be a feasible way to have a node that internally
> recreates a nodetree of
>
> A specified group and acts like a clone?).
>
>  
>
> Kind regards,
>
> Thorsten
>
> Thorsten Kaufmann
> Head of Production 
> --
>
> Mackevision Medien Design GmbH
> Forststraße 7
> D-70174 Stuttgart
>
> T  +49 711 93 30 48 59
> F  +49 711 93 30 48 90
> M +49 151 19 55 55 02
>
> thorsten.kaufm...@mackevision.de
> http://www.mackevision.de
>
> Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
> HRB 243735 Amtsgericht Stuttgart
>
>
>
> ___
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AW: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Thorsten Kaufmann
Hi there,

i am aware of cloning, but you cannot clone groups. Also cloning has been an 
infinite source of agony here. Has this changed for 7? (Corrupt scripts
that can only be "fixed" by removing clones via texteditor). In addition there 
are python tools to create a linked copy as opposed to a clone, but that
also does not allow me to have a group of nodes being cloned. PreComp also 
won't work because I need the ops to be in the script and editable
live.

Thanks and Regards,
Thorsten

Von: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Elias 
Ericsson Rydberg
Gesendet: Montag, 29. April 2013 16:22
An: Nuke user discussion
Betreff: Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

I believe cloned nodes does just what you are after? If you change the value of 
a clone it will also affect the "parent". Simply select and Alt+K.

I tried making a gizmo out a little network, but gizmos can't be cloned. At 
least not in 6.3.

2013/4/29 Thorsten Kaufmann 
mailto:thorsten.kaufm...@mackevision.de>>
Hey there,

i am trying to find the best way to "instance" (clone?) a set of nodes. 
Basically I want to have a bunch
of nodes that are then used at many different places within the script. When 
nodes are added/changed
it needs to be updated everywhere. In an ideal world it would work somewhat 
like a group that can be
cloned and expanded right within the script.

Any pointers or ideas? Please note I am also open to NDK solutions if anybody 
has done anything
Similar (e.g. would it be a feasible way to have a node that internally 
recreates a nodetree of
A specified group and acts like a clone?).

Kind regards,
Thorsten

Thorsten Kaufmann
Head of Production


Mackevision Medien Design GmbH
Forststraße 7
D-70174 Stuttgart

T  +49 711 93 30 48 59
F  +49 711 93 30 48 90
M +49 151 19 55 55 02

thorsten.kaufm...@mackevision.de
http://www.mackevision.de

Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
HRB 243735 Amtsgericht Stuttgart


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Re: [Nuke-users] Re: extraneous samples in RAT deep image.

2013-04-29 Thread Michael Garrett
Thanks for checking in! It occurred to me that if you had a bunch of
overlapping hard surfaces that were possibly interesecting a little bit
(feathers?) then the extra deep samples are probably necessary. But if
you've got more of a deep holdout scenario where you have big gaps between
overlapping objects then the extra samples are probably unnecessary.

Re: the hider, we've checked it out but aren't currently getting the result
we expected. Lewis suggested dropping the opacity by a very tiny amount in
conjunction.

> Also numerically wise, different intersection values make sense,
specially on primitives not facing camera. Tuning
> their number down seems like good optimization though. Doesn't lossy
compression setting effectively do it?

Do you mean the extra samples at glancing angles? I guess as you say if you
wanted to intersect something with those deep samples as there is a larger
z-offset between them by nature of angle pointing away from camera.  But
for hard surfaces with no intersections, it seems wasteful.

Re: compression methods, the factors appear to be:
- the z-bias setting (merge samples within a unit threshold)
- the subpixel samples, meaning, 3x3 creates a longer list of deep samples
per pixel than 2x2
- the deep compression which seems to be a global control for how many
samples to do.

Cheers,
Michael


On 24 April 2013 17:58, symek  wrote:

> **
> Interesting conversation!
> I always assumed those extra samples on solid surface help in deep
> compositing, specially near glazing angles where you really need the two z
> depth values per plate to make nice z-depth composite with other plates.
> Also numerically wise, different intersection values make sense, specially
> on primitives not facing camera. Tuning their number down seems like good
> optimization though. Doesn't lossy compression setting effectively do it?
>
> [quote="Michael Garrett"
>
> The other thing I want to do is render a deep image without dropping
> hidden samples...that seems necessary to do a successful pgBokeh DOF
> blur with deep images. We're still working on how to turn the "hider"
>
> off in Mantra and get the output we need.
>
> [/quote]
>
> Appropriate option, Enable Hiding is on Render Tab of Mantra ROP:
> http://www.sidefx.com/docs/houdini12.5/nodes/out/ifd#id440414
>
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Re: [Nuke-users] Trouble Importing my EXR with Layers

2013-04-29 Thread Elias Ericsson Rydberg
What I gather from your post is that you have rendered to multiple EXR's
instead of one EXR with layers. This is actually my prefered way of doing
it as a multichannel EXR requires you to shuffle out the layers anyway
(unless you want to specify what layers to merge in every merge node eg.)

If you are using V-Ray you pick exr (multichannel) as your output to get
multichannel exr.

My prefered way is to just drag and drop the folder containing the rendered
images into nuke, nuke will automatically identify the sequences and you
are good to go.


2013/4/29 Ron Ganbar 

> Can you actually describe the problem?
> What does 'S?' mean?
>
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
> On 26 April 2013 07:40, seithr  wrote:
>
>> **
>> Hey, Ive just rendered out all my layers in maya such as the ligths,
>> diffuse, specular etc etc, but when I try and bring them into nuke I have
>> to make a read file for each individual pass because for some reason it
>> wont import a single EXR sequence with layers.
>>
>> How do I get around this :S?
>>
>> any help is greatly apreciated!!
>>
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Re: [Nuke-users] Trouble Importing my EXR with Layers

2013-04-29 Thread Steve Newbold

I think he meant :S as in 'confused face'.

When you say rendered in 'layers' do you mean separate exr sequences per 
pass? How were you expecting Nuke to bring them in?  Each pass in a 
separate channel?  You either need to render into a single EXR from Maya 
or bring in the passes individually and shuffle to the correct layer set 
or create a script to do this automatically for you.


Steve


On 29/04/13 15:28, Ron Ganbar wrote:

Can you actually describe the problem?
What does 'S?' mean?



Ron Ganbar
email: ron...@gmail.com 
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 26 April 2013 07:40, seithr > wrote:


Hey, Ive just rendered out all my layers in maya such as the
ligths, diffuse, specular etc etc, but when I try and bring them
into nuke I have to make a read file for each individual pass
because for some reason it wont import a single EXR sequence with
layers.

How do I get around this :S?

any help is greatly apreciated!!

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Re: [Nuke-users] Amateur Question: Transform Node after Source Image

2013-04-29 Thread Ron Ganbar
Again, always Transform after the key. ALWAYS.
You're doing it wrong otherwise.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 29 April 2013 17:34, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> Black outside looks checked to me.
>
> Maybe you could use the reformat node to match them in size?
>
>
> 2013/4/29 Ron Ganbar 
>
>>
>>1. Always transform after the key.
>>2. If you turn on 'black outside' on the transform, you won't get the
>>stretchy pixels.
>>
>>
>>
>>
>> Ron Ganbar
>> email: ron...@gmail.com
>> tel: +44 (0)7968 007 309 [UK]
>>  +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>> On 22 April 2013 17:35, thawk127 wrote:
>>
>>> **
>>> giving me problems. I'm trying to scale down my keyed source clip to
>>> better fit the backplate. Each time I do I get the following behavior.
>>>
>>> Any suggestions on what I may be doing wrong?
>>>
>>> ___
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>>
>>
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Re: [Nuke-users] Re: Having a really hard time tracking...

2013-04-29 Thread Elias Ericsson Rydberg
I would suggest testing a different shot to begin with. Not knowing what
shot you've picked I'm guessing it's handheld, grainy, jumpy war footage.
It's not an easy task, but go for it using memetemin and martys tips


2013/4/21 marty b 

> **
> As the camera is jittering so much you may have to use 2d trackers or
> manual tracking and use 'User Tracks' in the Camera Tracker, Tracking tab.
>
> There also may not be enough parallax to do a 3d camera solve
>
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Re: [Nuke-users] Amateur Question: Transform Node after Source Image

2013-04-29 Thread Elias Ericsson Rydberg
Black outside looks checked to me.

Maybe you could use the reformat node to match them in size?


2013/4/29 Ron Ganbar 

>
>1. Always transform after the key.
>2. If you turn on 'black outside' on the transform, you won't get the
>stretchy pixels.
>
>
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
> On 22 April 2013 17:35, thawk127 wrote:
>
>> **
>> giving me problems. I'm trying to scale down my keyed source clip to
>> better fit the backplate. Each time I do I get the following behavior.
>>
>> Any suggestions on what I may be doing wrong?
>>
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Re: [Nuke-users] Re: export camera and parent node from maya

2013-04-29 Thread Elias Ericsson Rydberg
I did a little script to do this, baking the camera in world space.

1. duplicate the camera.
2. put it in the scene root.
3. parent constrain it to the original camera.
4. for all attributes on duplicated camera connect attribute to the
corresponding attribute of the original. (to handle animated attributes
such as shutter angle or fov etc).
5. Bake the keys.
6. Save the duplicated camera out as fbx.
7. Delete the duplicated camera to clean up the scene.


2013/4/25 NotDaBod 

> **
> http://forums.creativecow.net/thread/61/859731
>
> this worked.
>
> For future inquiries.
>
> thanks
>
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Re: [Nuke-users] Noise patterns in Nuke

2013-04-29 Thread Martin Constabe
The noise node in Nuke is pretty effective. It has a Turbulent option in the 
type parameter.

Though there are hundreds of different noises to call upon, it is pretty rare 
that Fbm or turbulent don't do the trick. 

Even turbulence can be faked with two fbm noises placed over each other in 
difference mode. 

Martin



 
On Apr 26, 2013, at 8:18 AM, koremelt wrote:

> Wondering if anyone has come across any methods/gizmos etc to generate 
> different noise patterns similar to the turbulent noise effect in AE?
> 
> 
> 
> To Nuke or not to Nuke
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Re: [Nuke-users] Trouble Importing my EXR with Layers

2013-04-29 Thread Ron Ganbar
Can you actually describe the problem?
What does 'S?' mean?



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 26 April 2013 07:40, seithr  wrote:

> **
> Hey, Ive just rendered out all my layers in maya such as the ligths,
> diffuse, specular etc etc, but when I try and bring them into nuke I have
> to make a read file for each individual pass because for some reason it
> wont import a single EXR sequence with layers.
>
> How do I get around this :S?
>
> any help is greatly apreciated!!
>
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Re: [Nuke-users] Noise patterns in Nuke

2013-04-29 Thread Ron Ganbar
Turbulent is just two fractal noise generators one on top of the other.
The Node Noise in Nuke is a fractal generator. Use two and play around with
them and you'll be able to reach anything.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 26 April 2013 03:18, koremelt  wrote:

> **
> Wondering if anyone has come across any methods/gizmos etc to generate
> different noise patterns similar to the turbulent noise effect in AE?
>
>
> --
>
> To Nuke or not to Nuke
>
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Re: [Nuke-users] Re: Advice on angled shot - Actor inside of effect

2013-04-29 Thread Ron Ganbar
By the way, you can do this whole thing in Nuke.
Use either Nuke's particle system, or Geometry Tools and Dynamics plugin
suites.
See my blog about that:
http://ronganbar.wordpress.com/2012/11/13/nuke3dplugins/

Might make it easier to play around inside Nuke instead of back and forth
between a 3D package and Nuke.

R






Ron Ganbar
email: ron...@gmail.com
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 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 25 April 2013 22:43, marty b  wrote:

> **
> that will work.
>
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Re: [Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Elias Ericsson Rydberg
I believe cloned nodes does just what you are after? If you change the
value of a clone it will also affect the "parent". Simply select and Alt+K.

I tried making a gizmo out a little network, but gizmos can't be cloned. At
least not in 6.3.


2013/4/29 Thorsten Kaufmann 

> Hey there,
>
> ** **
>
> i am trying to find the best way to “instance” (clone?) a set of nodes.
> Basically I want to have a bunch
>
> of nodes that are then used at many different places within the script.
> When nodes are added/changed
>
> it needs to be updated everywhere. In an ideal world it would work
> somewhat like a group that can be
>
> cloned and expanded right within the script.
>
> ** **
>
> Any pointers or ideas? Please note I am also open to NDK solutions if
> anybody has done anything
>
> Similar (e.g. would it be a feasible way to have a node that internally
> recreates a nodetree of
>
> A specified group and acts like a clone?).
>
> ** **
>
> Kind regards,
>
> Thorsten
>
> Thorsten Kaufmann
> Head of Production
>  --
>
>  Mackevision Medien Design GmbH
> Forststraße 7
> D-70174 Stuttgart
>
> T  +49 711 93 30 48 59
> F  +49 711 93 30 48 90
> M +49 151 19 55 55 02
>
> thorsten.kaufm...@mackevision.de
> http://www.mackevision.de
>
> Geschäftsführer: Armin Pohl, Joachim Lincke, Karin Suttheimer
> HRB 243735 Amtsgericht Stuttgart
>
>
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Re: [Nuke-users] Amateur Question: Transform Node after Source Image

2013-04-29 Thread Martin Constabe
Your problem is caused by incompatible formats (e.g. HD vs . Cinemascope)

The great thing about Nuke is that it will accept any format at all. The 
downside is that this can cause workflow issues. 

Crop, Reformat, BlackOutside can all help. 



On Apr 22, 2013, at 10:35 PM, thawk127 wrote:

> giving me problems. I'm trying to scale down my keyed source clip to better 
> fit the backplate. Each time I do I get the following behavior. 
> 
> Any suggestions on what I may be doing wrong?
>  AM.png>___
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Re: [Nuke-users] Amateur Question: Transform Node after Source Image

2013-04-29 Thread Ron Ganbar
   1. Always transform after the key.
   2. If you turn on 'black outside' on the transform, you won't get the
   stretchy pixels.




Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On 22 April 2013 17:35, thawk127  wrote:

> **
> giving me problems. I'm trying to scale down my keyed source clip to
> better fit the backplate. Each time I do I get the following behavior.
>
> Any suggestions on what I may be doing wrong?
>
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Re: [Nuke-users] Dynamically matching the colors

2013-04-29 Thread Martin Constabe
The CurveTool is your friend…



On Apr 21, 2013, at 5:08 PM, Putopian wrote:

> hello all
> The lighting is changing in the footage (as sunlight enters the frame). So 
> how will I colorcorrect my 3d cards according to that? If I grade according 
> to first frame, it won't match the last frame. Is there any method to solve 
> this (not manually animating grade node)
> 
> thanks
> Putopian Vohra
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[Nuke-users] Re: Trouble Importing my EXR with Layers

2013-04-29 Thread seithr
Is there a way of putting the separate passes into layers without having to re 
render the whole thing?

Also, where abouts is the setting in V-ray (maya) to convert the render to a 
multi-channel EXR ?



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[Nuke-users] Re: Projecting with Displacement shader

2013-04-29 Thread marty b
Like this?:

set cut_paste_input [stack 0]
version 7.0 v6
Camera2 {
 inputs 0
 translate {1.631346107 0.4529297352 2.102210045}
 rotate {-9.659988623 37.81199213 0}
 name Camera2
 selected true
 xpos -330
 ypos 125
}
set N7340fb0 [stack 0]
Light2 {
 inputs 0
 translate {0.555943 0 0.389857}
 depthmap_slope_bias 0.01
 name Light1
 selected true
 xpos 26
 ypos 168
}
push $N7340fb0
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -415
 ypos -48
}
Constant {
 inputs 0
 channels rgb
 color 0.48
 name Constant1
 selected true
 xpos -277
 ypos -63
}
Phong {
 name Phong1
 selected true
 xpos -277
 ypos 33
}
Displacement {
 inputs 2
 name Displacement1
 selected true
 xpos -321
 ypos 65
}
Camera2 {
 inputs 0
 translate {-0.97522571 0.52773166 3.888731718}
 rotate {-7.451987394 -15.45600434 0}
 name Camera1
 tile_color 0xff
 selected true
 xpos -36
 ypos -72
}
push $cut_paste_input
Card2 {
 rows 2
 columns 2
 control_points {3 3 3 6 

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{0 0 0} 
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {0.5 0 0} 
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{1 0 0} 
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0 0.5 0} 
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0.5 0.5 0} 
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {1 0.5 0} 
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{0 1 0} 
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0} 
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{1 1 0} }
 name Card1
 selected true
 xpos -136
 ypos -106
}
UVProject {
 inputs 2
 name UVProject1
 selected true
 xpos -136
 ypos 9
}
ApplyMaterial {
 inputs 2
 name ApplyMaterial1
 selected true
 xpos -136
 ypos 117
}
Scene {
 inputs 3
 name Scene1
 selected true
 xpos -154
 ypos 227
}
push 0
ScanlineRender {
 inputs 3
 motion_vectors_type distance
 name ScanlineRender1
 label "\[value projection_mode]"
 selected true
 xpos -199
 ypos 335
}



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[Nuke-users] Re: Trouble Importing my EXR with Layers

2013-04-29 Thread hamo
It sounds like the passes from Maya we not rendered as a multi-channel EXR and 
that the layers themselves have been rendered as separate image sequences

-H



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[Nuke-users] Re: Particle rotation

2013-04-29 Thread marty b
Yes - just put the image on a 'card' - paste the text below into the your node 
graph to see an example.

set cut_paste_input [stack 0]
version 7.0 v6
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -264
 ypos -196
}
Card2 {
 control_points {3 3 3 6 

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{0 0 0} 
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {0.5 0 0} 
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{1 0 0} 
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0 0.5 0} 
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0.5 0.5 0} 
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {1 0.5 0} 
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{0 1 0} 
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0} 
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{1 1 0} }
 name Card1
 selected true
 xpos -264
 ypos -124
}
push 0
push 0
ParticleEmitter {
 inputs 3
 rate_variation 0.48
 rotation_velocity 0.12
 rotation_velocity_variation 0.52
 size 0.65
 transfer_velocity 0.18
 spread 0.28
 name ParticleEmitter1
 selected true
 xpos -177
 ypos -68
}



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[Nuke-users] Trouble Importing my EXR with Layers

2013-04-29 Thread seithr
Hey, Ive just rendered out all my layers in maya such as the ligths, diffuse, 
specular etc etc, but when I try and bring them into nuke I have to make a read 
file for each individual pass because for some reason it wont import a single 
EXR sequence with layers. 

How do I get around this :S? 

any help is greatly apreciated!!



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[Nuke-users] Re: Particle Instance Problem: It's very slow in viewport

2013-04-29 Thread sisqosnew
I've tried Lewis' script.
I found one thing is that
Card as emitter can work normally.
Cube as emitter works slowly.
The foundry should improve the 3D efficiency.

And atom render I will try it.
Thanks for your advices.

Tony



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[Nuke-users] Noise patterns in Nuke

2013-04-29 Thread koremelt
Wondering if anyone has come across any methods/gizmos etc to generate 
different noise patterns similar to the turbulent noise effect in AE?


To Nuke or not to Nuke



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[Nuke-users] Re: Advice on angled shot - Actor inside of effect

2013-04-29 Thread marty b
that will work.



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[Nuke-users] Re: Crop/Reformat in Place ?

2013-04-29 Thread lewibaygo
Thanks to every one looking at this post but i just found what i'm looking for 
in franks Matte painting Hub video on the foundry site. 

But I would still like to see the roto/paint transform skew, perspective 
controls as a option in the transform node at some point in the future and a 
matrix as well 

   :D



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[Nuke-users] Crop/Reformat in Place ?

2013-04-29 Thread lewibaygo
Hi 

i might have missed a step on this, but i doing a matte painting inside nuke at 
HD. Some of my elements used for the painting are also at HD

My question is how do i crop parts of the elements that i want, reformat them 
to  the new crop size and then over them back on top of a HD base plate for my 
matte painting into the same place without having to manually transform them 
back into place from the bottom left.?

The reason i ask is because i eventually want to skew some images with a corner 
pine so that they match the perpective of my scene like you would do in 
photoshop but i want the corner to be the size of the new reformatted element 
not the HD plate it was taken from.

Unless there is a way to transform and skew objects like you would in photoshop 
or even the roto/paint node using the same onscreen controls

if there isn't such a feature i hope there will be one soon  

thanks for your time



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[Nuke-users] Advice on angled shot - Actor inside of effect

2013-04-29 Thread Flares
Hi, im relatively new to Nuke and am trying to create a shot, but im unsure of 
the best way to go about doing it, and was wondering if i could get some 
guidance.
The shot i have is of a person against a wall, from about a 30 degree angle, 
ive created an effect which has lots of small pieces for comping.
A video can probably explain better than me:
http://www.youtube.com/watch?v=_2smYVl0zrk#t=00m46s
Its at 46sec, while the pieces in my effect arnt glass, and are much bigger and 
fewer in number than in the video, the method needed will be similar i think.
The idea i have so far is to include some proxy geometry in my sim for my 
actor, for the objects to collide with. 
Then in Nuke roto out my actor - who luckly isnt moving as much as in the video 
i linked (no hair flailing about). Place the matte of the actor over the 
effect. Rotoing out the effect on her leftmost side, and having a second read 
for the part of the effect that will move infront of her - the part between her 
and the camera.
As i said im new to Nuke and so dont know if this is the best way to go about 
achieving this effect or if there is a better workflow, so any input or advice 
is appreciated. Thanks



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[Nuke-users] Re: export camera and parent node from maya

2013-04-29 Thread NotDaBod
http://forums.creativecow.net/thread/61/859731

this worked.

For future inquiries.

thanks



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[Nuke-users] export camera and parent node from maya

2013-04-29 Thread NotDaBod
I have a camera animated under a group node animated in maya 2013.

I wondering if I can bake the cameras animation with the group nodes animation 
onto the camera node for exporting?

Alembic and fbx don't like the hierarchy animation (the camera doesn't move 
properly in nuke).

I also tried using a parent constraint instead of parenting, and it still 
didn't seem to work.

Any ideas on how to export a camera animation for nuke with constraints or 
parenting?

Thanks



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[Nuke-users] Re: extraneous samples in RAT deep image.

2013-04-29 Thread symek
Interesting conversation!
I always assumed those extra samples on solid surface help in deep compositing, 
specially near glazing angles where you really need the two z depth values per 
plate to make nice z-depth composite with other plates. Also numerically wise, 
different intersection values make sense, specially on primitives not facing 
camera. Tuning their number down seems like good optimization though. Doesn't 
lossy compression setting effectively do it?

[quote="Michael Garrett"
The other thing I want to do is render a deep image without dropping
hidden samples...that seems necessary to do a successful pgBokeh DOF
blur with deep images. We're still working on how to turn the "hider"
off in Mantra and get the output we need.

[/quote]

Appropriate option, Enable Hiding is on Render Tab of Mantra ROP:
http://www.sidefx.com/docs/houdini12.5/nodes/out/ifd#id440414



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[Nuke-users] Re: Dynamically matching the colors

2013-04-29 Thread Putopian
Thanks Marty and Lewis
Both methods were working for me.
Thanks for sharing your knowledge.



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[Nuke-users] Re: retime alembic

2013-04-29 Thread marty b
ReadGeo node/ uncheck 'read on each frame' /  set keys with 'lock frame' and 
you can edit the curve in the graph editor



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[Nuke-users] retime alembic

2013-04-29 Thread NotDaBod
Can we retime alembic files in any way?



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[Nuke-users] Re: Copy/Paste is causing Nuke to crash

2013-04-29 Thread LlyrW
Here's some info about the bug I sent to the Foundry.

For me this only happens with read nodes of MOVs in the script with postage 
stamp turned on.

If I try and copy immediately after opening the script Nuke freezes (even
copying text from the read node freezes Nuke up). 
If I leave it for about 20secs it's usually fine.
With postage stamp turned off it seems fine.

Is anyone experiencing this with image sequences? Our workaround for movs at 
the moment would be to disable Postage Stamp. Hope this helps.



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[Nuke-users] Re: Custom title safe & guides

2013-04-29 Thread majik
Not currently possible, feature request added.



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[Nuke-users] Re: Amateur Question: Transform Node after Source clip

2013-04-29 Thread marty b
Try a Crop node after the transform



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[Nuke-users] Re: Dynamically matching the colors

2013-04-29 Thread marty b
It might be easiest to simply set a grade for the shaded and sunlit frames and 
then cross dissolve by eye or use the CurveTool to sample the actual pixel 
values and then attach the values to a grade node.



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[Nuke-users] Re: Premult of Mask channel

2013-04-29 Thread marty b
In my tests method 2 does not treat the edges the same as un-premultiplying CG 
then premultiplying. 

The grade/color correct node has 'unpremultiple' check boxes built in that will 
save on the number of nodes you need.



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[Nuke-users] Re: Having a really hard time tracking...

2013-04-29 Thread marty b
As the camera is jittering so much you may have to use 2d trackers or manual  
tracking and use 'User Tracks' in the Camera Tracker, Tracking tab.

There also may not be enough parallax to do a 3d camera solve



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[Nuke-users] Re: Get 0-1 Values from Luminance

2013-04-29 Thread sant0s_
hey,
yea, thats exactly what I need - thx alot!

Dank dir und gruesse ;)



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[Nuke-users] Re: Particle Instance Problem: It's very slow in viewport

2013-04-29 Thread marty b
Use Nuke's Scene node to set the display to 'off' or Atomkraft's 
'AtomReadAsset' node that can load in the geo as points or bounding boxes for 
viewport display and then render them fully at rendertime. Simply export the 
instanced spheres as Alembic format and read them back in.

https://atomkraft.hk/docs/atomkraft/nuke/html/AtomReadAsset/index.html



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[Nuke-users] Re: Flip & Flop icon's nuke viewer

2013-04-29 Thread satheesh
found solution for this  its a cheat way but working good.

http://satheeshnuketutorials.blogspot.in/2013/04/flop-flip-in-nuke.html



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[Nuke-users] Dynamically matching the colors

2013-04-29 Thread Putopian
hello all
The lighting is changing in the footage (as sunlight enters the frame). So how 
will I colorcorrect my 3d cards according to that? If I grade according to 
first frame, it won't match the last frame. Is there any method to solve this 
(not manually animating grade node)

thanks
Putopian Vohra



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[Nuke-users] Re: Having a really hard time tracking...

2013-04-29 Thread memetemin
Hi,

I can offer some tricks.

First you need masked all moving object in your scene and identify this matte 
in camera tracker (You can do this camera tracker mask section and chect it by 
activate Tracking tab preview feature)

You should see in refine tab...you can refine decrease your max and track error 
slider after you should recalculate your solve.

And if there is a lens distortion on your scene you can undistort it before 
tracking, it might be help sometimes.

After track you can hover your mouse on points if its a good point its must be 
green and lots of stable frame (youll see numbers on it higest number is good) 
generally green is good red is rejected.

Best :D



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[Nuke-users] Re: Get 0-1 Values from Luminance

2013-04-29 Thread sant0s_
hey falk,

that is at least super close to what I mean, ty! :)

I have a river mask and a specular pass of a sun. I gained the specular pass to 
a little point/middlepoint. Because of camera movement, the specular is moving 
and hits once in a while the riversurface.

The river mask drives the visibility of the specular dot, so either the dot is 
visible=white=1 when it hits the river mask, or it is black=0.

And these values drive the merge node where a flare is connected.

But I think what you posted is exactly what I need, just need to understand and 
rebuild it.



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[Nuke-users] Re: displacement tessellation

2013-04-29 Thread NotDaBod
I'll give AtomKraft polyTools a try. I used Alembic instead of obj and that 
maybe it a lot smoother as well.

I'll check out that normals node, never used that one before. I'll have to give 
that a go

Thanks for all the posts.



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[Nuke-users] Re: hardware for nuke 7

2013-04-29 Thread NotDaBod
Thanks alot Frank,

Big fan of your Tutorials. Great info.

Running parallel systems thing is really interesting. So it's basically having 
multiple OS and nukes running on your hardware kinda like how amazon has it's 
cloud rendering, sorry I'm never used it just read about it.

The SSD running 4k realtime is nuts. More processors then more Ghz is 
interesting too.

I'm looking into hiero as we speak.

Our production is 3d animation, no live action. We're going from Maya to Nuke 
and then FCP for final output. I'm not sure if heiro fits in there or not, I 
get the feeling that hiero is just for live action with fx?

Our comps using have exrs with lots of passes, also relighting is a must now 
and then 3d elements in nuke and particles. Is this a heavy comp?

If yes then more RAM and CPU's? 

SSD is always better I think but as fair as money and a budget seems like 
you're saying that SSD's will give then most bang on playing 4k etc?

Makes sense. SSD's help with the IO which might help for our EXR seq's maybe?

Cool.



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[Nuke-users] Premult of Mask channel

2013-04-29 Thread amstos
While we ColorCorrect or Grade a CG render (with Alpha), which of the following 
method works best

Method 1:
-Create and connect 'Premult' node to the CG footage
-Create and connect 'Grade' node to the 'Premult' node
-Create and connect 'Unpremult' node to the 'Grade' node.
-Now when we adjust values on the 'Grade' node, it will also read the Alpha 
channel and we get to see nice edges while color correcting.

Method 2: 
-Create and connect 'Grade' node to the CG footage
-Also connect 'Mask' input from the 'Grade' node to CG footage (which will 
automatically read the Alpha channel from the CG footage while adjusting values 
on the 'Grade' node)

For me, both methods works good, just that 'Method 2' is simple with minimal 
nodes.

Does anybody has any work experience on both of the above and feel one is 
better than then other?



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Re: [Nuke-users] Nuke card -> deep

2013-04-29 Thread Santiago Svirsky
another idea would be to provide two depth passes (front and back) and 
interpolate between those, right?


On Apr 18, 2013, at 12:09 AM, Frank Rueter  wrote:

> It would actually be nice to have a "thickness" knob in the DeepFromImage 
> node that does this.
> For now using the expression is the only way I believe (like Michael 
> suggested):
> 
> set cut_paste_input [stack 0]
> version 7.0 v5
> push $cut_paste_input
> Camera2 {
> translate {0 0 1.48019}
> name Camera1
> selected true
> xpos -109
> ypos -593
> }
> set Ne0cf8c00 [stack 0]
> Dot {
> name Dot30
> selected true
> xpos -85
> ypos -314
> }
> push $Ne0cf8c00
> CheckerBoard2 {
> inputs 0
> name CheckerBoard1
> selected true
> xpos 25
> ypos -692
> }
> Card3D {
> inputs 2
> translate {0 0 -0.915215}
> name Card3D1
> selected true
> xpos 25
> ypos -519
> }
> DeepFromImage {
> name DeepFromImage2
> selected true
> xpos 25
> ypos -458
> }
> push $Ne0cf8c00
> Dot {
> name Dot31
> selected true
> xpos 148
> ypos -569
> }
> ColorBars {
> inputs 0
> name ColorBars1
> selected true
> xpos 187
> ypos -713
> }
> AddChannels {
> channels alpha
> color 0.999
> name AddChannels1
> selected true
> xpos 187
> ypos -641
> }
> Card3D {
> inputs 2
> rotate {0 -39.23240852 0}
> name Card3D2
> selected true
> xpos 187
> ypos -516
> }
> DeepFromImage {
> name DeepFromImage1
> selected true
> xpos 187
> ypos -454
> }
> DeepExpression {
> chans1 deep
> deep.back deep.front+.1
> name DeepExpression1
> selected true
> xpos 187
> ypos -428
> }
> DeepMerge {
> inputs 2
> name DeepMerge1
> selected true
> xpos 121
> ypos -370
> }
> DeepToPoints {
> inputs 2
> name DeepToPoints1
> selected true
> xpos 121
> ypos -318
> }
> 
> 
> 
> On 18/04/13 06:53, Michael Garrett wrote:
>> Have you tried doing something like adding an expression to deep.back in a 
>> DeepExpression node? 
>> Like :
>> deep.front + 
>> 
>> 
>> 
>> On 17 April 2013 13:14, Lev Kolobov  wrote:
>> My question to this subject is actually different... What about "Sample"? 
>> Currently, if I take any ScanlineRender and attach DeepFromImage, it creates 
>> only one sample. Is there any way to spread it in the space into multiply 
>> samples? Any secret Expressions or smart tool you can share? Converting 
>> Nuke's particles into Deep is fun, especially integrating with Maya Deep 
>> Renders, but they are still only one sample deep. Any workarounds?
>> 
>> 
>> From: Michael Garrett [michaeld...@gmail.com]
>> Sent: 17 April 2013 16:18
>> To: Nuke user discussion
>> Subject: Re: [Nuke-users] RE: Nuke card -> deep
>> 
>> Yes, it's definitely going to be handy to have deep output (soon, I hear). 
>> I'm generating deep holdout geometry right now so I can hold out the cg from 
>> the plate. I'm projecting roto shapes on to many bits of overlapping geo 
>> (not cards) and each one is getting its own ScanlineRender.
>> 
>> Michael
>> 
>> 
>> On 16 April 2013 23:35, Frank Rueter  wrote:
>> DeepFromImage works fine as long as you don't have occluding objects (or 
>> need to get in between self-occluding edges of a single object), which is 
>> why I'm gagging to see deep output from the ScanlineRender node myself (last 
>> year Jon said we'd get it in March, any ETA??).
>> 
>> Last time I had to do a bunch of particle sprites to combine with deep 
>> renders, I had to divvy up my Nuke scene into blocks of geo/particles that 
>> did not overlap in depth, render them, DeepFromImage them, DeepMerge them 
>> all together, then I was ready to roll. It worked great, just wasn't as 
>> straight forward as I had liked.
>> 
>> We are getting there though...
>> 
>> Cheers,
>> frank
>> 
>> 
>> 
>> 
>> 
>> On 4/17/13 2:29 PM, Michael Garrett wrote:
>>> Ha, we both made the mistake of calling it DeepToImage (of course I meant 
>>> DeepFromImage...)
>>> 
>>> 
>>> On 16 April 2013 16:06, Alex Harding  wrote:
>>> Perfect!
>>> 
>>> I wasn't expecting a scanline renderer into a deep from image to work like 
>>> that but that's great.
>>> 
>>> Cheers
>>> 
>>> 
>>> MPC NYC
>>> Alex Harding | 2D Lead
>>> 434 Broadway, 9th Floor, New York City, 10013
>>> T 212.915.3110
>>> 
>>> www.moving-picture.com
>>> From: Lev Kolobov
>>> Sent: 16 April 2013 14:52
>>> To: Alex Harding; nuke-users; nuke-users@support.thefoundry.co.uk
>>> Subject: RE: Nuke card -> deep
>>> 
>>> not deepToImage, i mean deepFromImage
>>> 
>>> 
>>> From: Lev Kolobov [le...@moving-picture.com]
>>> Sent: 16 April 2013 19:48
>>> To: Alex Harding; nuke-users; nuke-users@support.thefoundry.co.uk
>>> Subject: RE: Nuke card -> deep
>>> 
>>> Yes, kind of. (it has limitation like sample 1 only)
>>> Create card, Scanlinerender with your camera. Normal 3D setup. Right after 
>>> scanlinerender place
>>>deepToImage. This will convert your 3D render into Deep. The deep will 
>>> be matched to your Maya 
>>>   renders.
>>> Let me know if you have questions.
>>> Cheers,
>>>

[Nuke-users] Custom title safe & guides

2013-04-29 Thread majik
Is there any way to add custom title safe and guides in Nuke 7? Particularly 
the title safe, the ones provided don't really conform to common standards as 
set out by the EBU e.g. 3.5% & 5% for title/action safe etc.

Even if there no way in the gui, is there at least a scriptable option?



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[Nuke-users] Re: Globally disable motion blur in the viewer?

2013-04-29 Thread loocas
Thanks for the tip.

It's not exactly what I'm after, but if scripting is the only way, I can make a 
simple tool to do just that, I was just curious whether there actually isn't a 
built-in way of doing so.

It'd seem this functionality to be built-in as it is rather useful.


- loocas



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[Nuke-users] Re: Globally disable motion blur in the viewer?

2013-04-29 Thread lamakaha
If i understood you right you need something like this

http://www.nukepedia.com/python/nodegraph/massivepanel/

try 'Takes'
cheers



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[Nuke-users] Globally disable motion blur in the viewer?

2013-04-29 Thread loocas
Hi there,

just a quick question, is there a way to globally disable motion blur, 
everywhere in the comp tree for the current viewer?

I've seen this done in After Effects and it'd come in very handy as we use a 
ton of mblur all the time for shape animations, transform animations etc... so 
updating each frame takes progressively more time for the viewer to calculate 
than if I was to disable motion blur entirely.

But doing this by hand is impractical.

So, is there such a toggle or even a 3rd party tool for this?

Thanks a lot in advance, best

- Lukas


- loocas



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[Nuke-users] RE: Nuke card -> deep

2013-04-29 Thread Lev Kolobov
not deepToImage, i mean deepFromImage



From: Lev Kolobov [le...@moving-picture.com]
Sent: 16 April 2013 19:48
To: Alex Harding; nuke-users; nuke-users@support.thefoundry.co.uk
Subject: RE: Nuke card -> deep

Yes, kind of. (it has limitation like sample 1 only)
Create card, Scanlinerender with your camera. Normal 3D setup. Right after 
scanlinerender place deepToImage. This will convert your 3D render into Deep. 
The deep will be matched to your Maya renders.
Let me know if you have questions.
Cheers,
Lev


From: Alex Harding [alex...@moving-picture.com]
Sent: 16 April 2013 19:39
To: nuke-users; nuke-users@support.thefoundry.co.uk
Subject: Nuke card -> deep

Hi,

Is it possible to place deep planes (ie, for holdout roto) using a standard 
nuke card rather than the deepToImage and DeepTransform nodes? As far as I can 
see there's no way to rotate the image using deepTransform. Similarly it would 
be really useful to be able to displace or bend the card to give it some depth.

I can't seem to find much in the internet about deep workflows...

Cheers
AH

MPC NYC
Alex Harding | 2D Lead
434 Broadway, 9th Floor, New York City, 10013
T 212.915.3110

www.moving-picture.com
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[Nuke-users] RE: Nuke card -> deep

2013-04-29 Thread Jose Fernandez
Not sure if I completely understand what you want to do, but you should be able 
to position your roto and card normally, and us a DeeFromImages, using the 
depth output of either the scanlineRender (in the case of a card, or the Card3d 
node.

From: Alex Harding [alex...@moving-picture.com]
Sent: 16 April 2013 11:39
To: nuke-users; nuke-users@support.thefoundry.co.uk
Subject: Nuke card -> deep

Hi,

Is it possible to place deep planes (ie, for holdout roto) using a standard 
nuke card rather than the deepToImage and DeepTransform nodes? As far as I can 
see there's no way to rotate the image using deepTransform. Similarly it would 
be really useful to be able to displace or bend the card to give it some depth.

I can't seem to find much in the internet about deep workflows...

Cheers
AH

MPC NYC
Alex Harding | 2D Lead
434 Broadway, 9th Floor, New York City, 10013
T 212.915.3110

www.moving-picture.com
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[Nuke-users] RE: Nuke card -> deep

2013-04-29 Thread Lev Kolobov
Yes, kind of. (it has limitation like sample 1 only)
Create card, Scanlinerender with your camera. Normal 3D setup. Right after 
scanlinerender place deepToImage. This will convert your 3D render into Deep. 
The deep will be matched to your Maya renders.
Let me know if you have questions.
Cheers,
Lev


From: Alex Harding [alex...@moving-picture.com]
Sent: 16 April 2013 19:39
To: nuke-users; nuke-users@support.thefoundry.co.uk
Subject: Nuke card -> deep

Hi,

Is it possible to place deep planes (ie, for holdout roto) using a standard 
nuke card rather than the deepToImage and DeepTransform nodes? As far as I can 
see there's no way to rotate the image using deepTransform. Similarly it would 
be really useful to be able to displace or bend the card to give it some depth.

I can't seem to find much in the internet about deep workflows...

Cheers
AH

MPC NYC
Alex Harding | 2D Lead
434 Broadway, 9th Floor, New York City, 10013
T 212.915.3110

www.moving-picture.com
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[Nuke-users] Get 0-1 Values from Luminance

2013-04-29 Thread sant0s_
Hello,

I am wondering, if I can get numeric values from a luminance matte that I then 
could use to control for example the mix slider from a merge node.

Like white = 1 and black = 0.

Is that possible?

Thx.s



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[Nuke-users] Having a really hard time tracking...

2013-04-29 Thread seithr
Hey all, im new to nuke and im trying to composite a robot spider (climbing 
down a wall) into a scene from band of brothers but im having a lot of trouble 
doing so. There scene i want to track is from 1:44 - 1:50 in this video

Problem no.1:
Im running NukeX 6.0v4 and it doesnt have the "refine" tab in the camera 
tracker. How do I go about filtering out bad points without this tab(ive seen 
tutorials where they drop the margin for error). I run a track in nuke and 
almost all the points are red or orange which is really bad... I masked out 
only the wall that I want to track as well. 

Problem no.2:
The scene is quite fast moving and jumpy and there is a few blurry movements of 
the camera when it moves fast making points impossible to see during some 
moments. 

Problem no.3:
Im using a 720p bluray rip and the video quality is OK but its definitely not 
the greatest. 

How would you guys recommend I get past these issues?



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nuke-users@support.thefoundry.co.uk

2013-04-29 Thread cdinic
Thanks guys for the feedback.  Deke, I tried the unzip and that worked great.  

Now the million $ question... Is there any way to successfully run Nuke from 
the command terminal?  I'm trying to initiate a render job from a remote 
terminal, but I'm getting this error:

~/nuke$ ./Nuke7.0 
./Nuke7.0: error while loading shared libraries: libXcursor.so.1: cannot open 
shared object file: No such file or directory

I'm assuming that means I need to have an xwindows session going.  Is there any 
way around that?



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[Nuke-users] "Referencing" or "Instancing" groups of nodes

2013-04-29 Thread Thorsten Kaufmann
Hey there,

i am trying to find the best way to "instance" (clone?) a set of nodes. 
Basically I want to have a bunch
of nodes that are then used at many different places within the script. When 
nodes are added/changed
it needs to be updated everywhere. In an ideal world it would work somewhat 
like a group that can be
cloned and expanded right within the script.

Any pointers or ideas? Please note I am also open to NDK solutions if anybody 
has done anything
Similar (e.g. would it be a feasible way to have a node that internally 
recreates a nodetree of
A specified group and acts like a clone?).

Kind regards,
Thorsten

Thorsten Kaufmann
Head of Production


Mackevision Medien Design GmbH
Forststra?e 7
D-70174 Stuttgart

T  +49 711 93 30 48 59
F  +49 711 93 30 48 90
M +49 151 19 55 55 02

thorsten.kaufm...@mackevision.de
http://www.mackevision.de

Gesch?ftsf?hrer: Armin Pohl, Joachim Lincke, Karin Suttheimer
HRB 243735 Amtsgericht Stuttgart

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[Nuke-users] Re: [Nuke-python] Pulldown_Knob with multiple checkboxes…?

2013-04-29 Thread Howard Jones
How are you intending to filter?

I built a script a while ago that gives you a drop down, this then is used to 
filter the next stage which is a list of episodes with check boxes, with multi 
selection allowed,
this then creates a panel populated with the shots found from the selected 
episodes. This way I could select a project/episode/and shots and add data to 
the shots (such as approved etc).

Would something like that be suitable

All done with the simple panel

 
Howard



>
> From: Richard Bobo 
>To: Nuke-Users Mailing List Postings List Postings 
> 
>Cc: Nuke Python discussion  
>Sent: Monday, 29 April 2013, 5:36
>Subject: [Nuke-python] Pulldown_Knob with multiple checkboxes…?
> 
>
>
>Hi all,
>
>
>I am hoping someone might have a solution for this… (cross-posting again)
>
>
>I'm trying to create a pulldown menu that has the ability to check multiple 
>boxes. Basically, I am trying to put the functionality of the special 
>nuke.MultiView_Knob into a regular pulldown menu… Why, you ask?  Because I 
>want to *filter the list of views*, since right now it bleeds off my second 
>monitor and into thin air…
>
>
>I can create a new MultiView_Knob in my own Python_Panel, but since it's a 
>private menu type, I can't do anything with the list of views it holds. I've 
>tried and it always gives me, essentially, nuke.views()...
>
>
>The Enumeration_Knob only allows one selected item at a time - same with the 
>Pulldown_Knob. So, short of building my own panel with PySide or PyQt - which 
>I have not gotten into, yet - is there any type of pulldown that would allow 
>each item to have its own on/off checkbox - a multi-checkbox pulldown menu, if 
>you will?
>
>
>I hope that's somewhat clear what I'm looking for!  (8^\
>
>
>Thanks for any help,
>
>
>Rich
>
>
>
>
>
>Rich Bobo
>Senior VFX Compositor
>Armstrong-Whitehttp://armstrong-white.com/
>
>
>Email:  richb...@mac.com
>Mobile:  (248) 840-2665Web:  http://richbobo.com/
>
>
>"The most beautiful thing we can experience is the mysterious. It is the 
>source of all true art and science."
>- Albert Einstein (1879 - 1955)
>
>
>
>
>
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RE: [Nuke-users] Particle rotation

2013-04-29 Thread Gabriel Dinis
hi Frank 
thank you very much for your time and attention to my question.
i kind of tried something similar as your way, just was using a card as a 
particle input, and a sphere as emitter.., but still i wondered id there would 
be a different way that we could manage downstream in the particle system in 
some another nodes (maybe), but i think this works for me..

thanks once again!!
Regards
Gabriel



Date: Sat, 27 Apr 2013 16:11:33 +1200
From: fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Particle rotation


  

  
  
it's a problem I stumbled into very quickly myself. It'd be very
nice for this to be added.

In the meantime, you can animate your input texture and randomly
offset that (haven't tested this properly though):



set cut_paste_input [stack 0]

version 7.0 v5

CheckerBoard2 {

inputs 0

format "256 256 0 0 256 256 1 square_256"

name CheckerBoard1

selected true

xpos -1046

ypos -291

}

Reformat {

format "256 256 0 0 256 256 1 square_256"

resize none

name Reformat2

selected true

xpos -1046

ypos -204

}

Transform {

rotate {{frame}}

scale 0.69

center {128 128}

name Transform4

selected true

xpos -1046

ypos -166

}

push $cut_paste_input

Card2 {

control_points {3 3 3 6 



1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0}
0 {0 0 0} 0 {0 0 0} 

1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
0.166865 0} 0 {0 0 0} 0 {0.5 0 0} 

1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0}
0 {0 0 0} 0 {1 0 0} 

1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0
{0 -0.166716 0} 0 {0 0.5 0} 

1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
0.166716 0} 0 {0 -0.166716 0} 0 {0.5 0.5 0} 

1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0
{0 -0.166716 0} 0 {1 0.5 0} 

1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0
-0.166865 0} 0 {0 1 0} 

1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0
{0 -0.166865 0} 0 {0.5 1 0} 

1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0
-0.166865 0} 0 {1 1 0} }

name Card1

selected true

xpos -793

ypos -201

}

push 0

ParticleEmitter {

inputs 3

lifetime 100

velocity 0.0001

rotation_velocity 1

rotation_velocity_variation 1

start_frame_animation random

name ParticleEmitter1

selected true

xpos -899

ypos -81

}







On 26/04/13 22:31, Gabriel Dinis wrote:



  
  Hi Nukers.

i need help with something, i am kind of new working with nuke, 
now i am working with particles, my question is, if it is
possible in a particles scene, (particles are images), make them
rotate randomly?



thank you in advance, cheers

G.

  
  

  
  

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