Re: [Nuke-users] GPU FFT?
A non-nuke alternative would be to pre-render the FFT using a python package like scipy or similar, which already have fast FFT implementations, then load/read it inside NUKE. That might help on some pipelines, though the inverse edited FFT would still be needed to handled inside Nuke to be practical. On Mon, 20 Mar 2017 11:09:30 -0400, jon parker wrote: Thanks for the responses! I'm not a full-time comper so am unaware of some of the tricks out there, like using ZDefocus. And I should have added that large kernels / images are involved so the standard convolve node falls behind at the resolution we are working with. Magno, I wasn't aware of your blinkscript. If I have some time I'll peek at the code. Someone should put together a commercial implementation for Nuke some day, sounds like there is demand out there for it. -Jon On Mon, Mar 20, 2017 at 7:18 AM, Magno Borgo wrote: I coded a naive Blinkscript DCT (and inverse) implementation a while back, you can check the code and use as a start for a better implementation. http://www.nukepedia.com/blink/other/dct-discrete-cosine-transform Magno. On Mon, 20 Mar 2017 03:39:40 -0400, Mads Lund wrote: we did some CPU vs FFT tests aswell, but I can't remember the exact kernel size where FFT started to be more efficient, but it was rather low. On the flip side Convolve on the GPU seem to have some memory problems and (at least for us) cause some random out of memory issues, even on beefy cards. We found that using gaming techniques: up-scaling low frequency areas (then convolving) and only full convolving of high frequency areas to be to be quite efficient for the vast majority of our renders where the plate is gigantic or a large kernel size is needed. The result is perceptually indistinguishable. man. 20. mar. 2017 kl. 06.14 skrev Deke Kincaid : The convolve node was fixed up quite a while a go(4-5 years ago, it is what the zdefocus is based on). In our tests though we still find the FFT nodes faster on the farm vs convolve in CPU mode. If you have a gpu farm then convolve is faster. On Sun, Mar 19, 2017 at 6:23 PM Michael Habenicht wrote: The latest version of the convolve node has gpu support. Am 20.03.2017 um 01:20 schrieb jon parker: > Greetings Nuke users, > > I'm just wondering if there are any faster, more robust FFT tools > available for Nuke besides the (hidden) built-in nodes? > > The built-ins do the job, but they are pretty slow and definitely > prone to crashing fairly often. > > Or, alternatively, something that does fast image convolution, some > other way, under the hood could work too. > > Cheers, > Jon > ___ > 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 ___ 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 -- Best regards. Mads Hagbarth Lund -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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 -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] GPU FFT?
I coded a naive Blinkscript DCT (and inverse) implementation a while back, you can check the code and use as a start for a better implementation. http://www.nukepedia.com/blink/other/dct-discrete-cosine-transform Magno. On Mon, 20 Mar 2017 03:39:40 -0400, Mads Lund wrote: we did some CPU vs FFT tests aswell, but I can't remember the exact kernel size where FFT started to be more efficient, but it was rather low. On the flip side Convolve >on the GPU seem to have some memory problems and (at least for us) cause some random out of memory issues, even on beefy cards. We found that using gaming techniques: up-scaling low frequency areas (then convolving) and only full convolving of high frequency areas to be to be quite efficient for >the vast majority of our renders where the plate is gigantic or a large kernel size is needed. The result is perceptually indistinguishable. man. 20. mar. 2017 kl. 06.14 skrev Deke Kincaid : The convolve node was fixed up quite a while a go(4-5 years ago, it is what the zdefocus is based on). In our tests though we still find the FFT nodes faster on the >>farm vs convolve in CPU mode. If you have a gpu farm then convolve is faster. On Sun, Mar 19, 2017 at 6:23 PM Michael Habenicht wrote: The latest version of the convolve node has gpu support. Am 20.03.2017 um 01:20 schrieb jon parker: Greetings Nuke users, I'm just wondering if there are any faster, more robust FFT tools available for Nuke besides the (hidden) built-in nodes? The built-ins do the job, but they are pretty slow and definitely prone to crashing fairly often. Or, alternatively, something that does fast image convolution, some other way, under the hood could work too. Cheers, Jon ___ 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 ___ 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 --Best regards. Mads Hagbarth Lund -- Using Opera's mail client: http://www.opera.com/mail/___ 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] Starting Nuke 9 or 10 from a single configuration
Check for the version and load what you want. I usually do that for compiled plugins. Example #init.py #J_ops if nuke.NUKE_VERSION_MAJOR == 8: nuke.pluginAddPath('/Users/magnoborgo/.nuke/J_Ops_v8/') if nuke.NUKE_VERSION_MAJOR == 9: nuke.pluginAddPath('/Users/magnoborgo/.nuke/J_Ops_v9/') On Wed, 01 Mar 2017 10:14:38 -0500, John Coldrick wrote: This is a challenge we have and I'm getting slow reactions from Foundry so I thought I would ask the Braintrust. :) > Essentially I'm just wondering if you can if/then your way out of this problem, can I start either 9 or 10 from a single init/>menu.py and end up with properly sourced plugins? The biggest single challenge we have is we're trying to do with *without* >using $NUKE_PATH, which drives a different init.py. Not really asking for a walkthrough, but just wondering if anyone happens to know if it's trivial/tough/impossible to do. If >the recommended way really is not using a single configuration but wrapping in NUKE_PATH, that's fine. It really seems to be an >issue of the startup order. Appreciate any thoughts! We're on Windows if it matters. Thanks J.C. -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] Offset project size scale for Roto work
It should be possible to scale it by just transforming the "root" layer, if that doesn't work, you could also try to bake transforms and then scale on a fresh node (you can try this to bake: https://github.com/magnoborgo/RotoPaintToSplineWarp2) Magno. On Fri, 16 Dec 2016 11:33:57 -0500, Michael Hodges wrote: I need to merge two rather complicated legacy scripts into one nuke project for reasons I’d rather not go into. One script’s project settings was UHD (3840 x 2160) and the other was created in 1920 x 1280. Of course the script that was created in 1920x1280 has all of it’s roto curves and scalings all misaligned within the new UHD Project. Is there a good approach to offset roto curves and transformations values to match a new global scale in order to realign or am I totally screwed? I was really hoping that an axis type node could scale it all up or down uniformly. Thanks, Michael___ 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 -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] Importing functions for menu.py
Also your quotes on the end of line are not the same '‘ On Sat, 22 Oct 2016 09:50:15 -0400, Daniel Hartlehnert wrote: Ok, just as i sent the follow-up question, your answer comes in, spooky :O Am 22.10.2016 um 15:27 schrieb Justin GD : You need to put it as a string when you have arguments in the function; So it doesn't execute when Nuke starts, but only when the user click on the >>menu. nuke.menu("Nodes").addCommand("User/FiletypeConverter", 'dh_pycode.fileconverter(my_args)', '‘) No need to put it as a string when there is no args I believe. Cheers, J 2016-10-22 13:58 GMT+01:00 Bruno-Pierre Jobin : Don't you have to pass dh_pycode.fileconverter as a string? nuke.menu("Nodes").addCommand("User/FiletypeConverter", 'dh_pycode.fileconverter', '‘) -- Bruno-Pierre Jobin On Oct 22, 2016, at 7:08 AM, Daniel Hartlehnert wrote: nuke.menu("Nodes").addCommand("User/FiletypeConverter", dh_pycode.fileconverter, '‘) ___ 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 -- Using Opera's mail client: http://www.opera.com/mail/___ 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] nuke locking up on auto save
When the project file size is too huge I've seen this behavior. If that's the case, you'll need to reduce file size, pre-rendering part's of you comp. Huge amount of roto shapes or paints can be the cause of trouble sometimes.. Magno. On Tue, 20 Sep 2016 18:54:37 -0400, adam jones wrote: Hey hey I am pretty sure this has cropped up previousl;y, just cant find the posts. Ever time nuke goes to auto save every thing freezes up and get the spinning disk. am on windows 10 dual xeons 96 gig of ram nVidia 1080 nuke 10v4 any suggestions regards -adam -- Using Opera's mail client: http://www.opera.com/mail/___ 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] off-topic- RV show window frame masks
Thanks Bruno. On Thu, 18 Aug 2016 12:51:56 -0400, Bruno-Pierre Jobin wrote: Matte Aspect = ctrl + m Matte Opacity = shift + m -- Bruno-Pierre Jobin On Aug 18, 2016, at 12:10 PM, Magno Borgo wrote: Hi guys, not extremely Nuke related but anyway: Is there a way to make RV show window frame masks (lines/overlays) like in Nuke? (2.35:1, 1.85:1 , etc) Magno. -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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 -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] off-topic- RV show window frame masks
Hi guys, not extremely Nuke related but anyway: Is there a way to make RV show window frame masks (lines/overlays) like in Nuke? (2.35:1, 1.85:1 , etc) Magno. -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] Nuke v10 rotopaint error
Ops, they did it again. Python access to b-splines points is broken on Nuke v10, which basically leaves you unable to do any manipulation with Python on the rotoshapes. Please weight in (supp...@thefoundry.co.uk) on the logged error so we can have it fixed: error: 215774 B-spline ShapeControlPoint no longer accessible via python If you use any of my scripts (rotopaint to splinewarp, convert roto to trackers, silhouette exporter and etc), stay in v9 for now. Magno. ___ 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] file output from topmost filename
Hey Gary! Use join, lrange and split the filename using "_" to remove the _ frame numbering brief explanation: file_name_ split _>> file name (creates the list without _ ) lrange 0 end-1 >> file name (select the elements from list) join "_" >> file_name (then you join them again using the underscore string) [join [lrange [split [lindex [split [lindex [split [knob [topnode].file] .] 0] /] end] _] 0 end-1] "_"]_conv.%04d.exr On Thu, 26 May 2016 14:06:42 -0400, Gary Jaeger wrote: Hello. I’m interested in this http://www.nukepedia.com/tcl/write-nodes-filename-from-topmost-read but the problem I have is the same as somebody in that thread. If we’re reading a sequence with frame numbers, the frame number is included in the file name: ex: fu/bar/FILE_NAME/FILE_NAME_.exr I get fu/bar/FILE_NAME/FILE_NAME_.mov but I want fu/FILE_NAME.mov any tips on how to modify that TCL to dow what I want? [file dirname [knob [topnode].file]]/[lindex [split [lindex [split [knob [topnode].file] .] 0] /] end]_conv.%04d.exr Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile http://corestudio.com -- Using Opera's mail client: http://www.opera.com/mail/___ 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] extracting concatenated transform matrix
Hey Michael. I think I have what you want. I uploaded a script a few months ago that concatenates several transforms into a single matrix. http://www.nukepedia.com/python/misc/concatenate2dtransforms Magno. On Wed, 18 May 2016 17:22:37 -0400, Michael Garrett wrote: Has anyone come up with a nice tool for this yet? I notice that the matrix in a 2d node is not concatenating when stacking 2d transforms. So I would, roughly >speaking, do something like link the 2d node's matrix to an Axis node, then do the concatenation with multiple Axis nodes and plug the result into a Card3d. That's just off the top of my head, I haven't tested it and got it working. I know that linking matrices via live python expressions is very inefficient as each cel needs to >index into the next value of the list of the same matrix, and also there have traditionally been evaluation problems on frame update, particularly at render time. Thanks, Michael On 14 July 2015 at 16:54, Frank Rueter|OHUfx wrote: Cool, thanks Magno, will check it out On 14/07/15 22:57, Magno Borgo wrote: Hi Frank. I have something alike that you could borrow some of the code to do it, its not a complete solution but will help as a start. The script takes all the transform info from a rotoshape (including the rotoshape transforms itself, extra matrix and everything) and the layers >>>transforms containing it and bake the transforms onto each roto point. https://github.com/magnoborgo/RotoPaintToSplineWarp2/blob/master/RotopaintToSplineWarp_v2.py with some adaptation you could make it run into the selected transform nodes/cpins and apply it to a layer in a rotonode. Magno. On Tue, 14 Jul 2015 03:25:45 -0400, Frank Rueter|OHUfx wrote: Hi people, I was wondering if anybody has a clever tool for this: I have heaps of shots that need hand tracking, so my usual trees ends up having a bunch of concatenating transforms/corner pins etc. I then sometimes find myself wanting to link the resulting transform into a RotoPaint node, so would need to concatenate the nodes and extract >>>>the final matrix to then link into the RotoPaint node. Seeing Transform node's matrices are accessible via python I thought I'd ask if anybody has written such a thing? Cheers, frank P.S.: Anybody going to Siggraph? -- >>>> >>>>vfx compositing | workflow customisation and consulting --Using Opera's mail client: http://www.opera.com/mail/ -- >> >>vfx compositing | workflow customisation and consulting ___ 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 -- Using Opera's mail client: http://www.opera.com/mail/___ 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] tcl - add version of nuke script
Assuming you use names like "yourfilename_v001.nk" you can also use a code like this to strip the version of it: [lindex [split [file rootname [file tail [value root.name]]] _] end] On Thu, 28 Apr 2016 05:51:08 -0400, Frank Harrison wrote: There's some stuff on versioned .nk files here: https://www.thefoundry.co.uk/products/nuke/developers/100/pythondevguide/asset.html?highlight=version hth On 28 April 2016 at 10:33, Darren Coombes wrote: More like the script version, as in "comp_v01.1001.dpx" Check out some of my work... www.vimeo.com/darrencoombes/reel2015>> Mob: +61 418 631 079Instagram: @7secondstoblack Instagram: @durwood0781 Skype: darren.coombes81 Twitter: @durwood81 On 28 Apr 2016, at 7:28 pm, Frank Harrison wrote: the `version` keyword should work http://www.nukepedia.com/reference/Tcl/group__tcl__builtin.html#gaa49b0ca2e81bbbee6257040db631cf36 On 28 April 2016 at 07:10, Darren Coombes wrote: how would I add just the version of the nuke script to the end of a write node? Check out some of my work... www.vimeo.com/darrencoombes/reel2015 Mob: +61 418 631 079Instagram: @7secondstoblack Instagram: @durwood0781 Skype: darren.coombes81 Twitter: @durwood81 ___ 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 --Frank Harrison Senior Nuke Software Engineer The Foundry Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906Web: www.thefoundry.co.uk Email: frank.harri...@thefoundry.co.uk ___ 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 --Frank Harrison Senior Nuke Software Engineer The Foundry Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906Web: www.thefoundry.co.uk Email: frank.harri...@thefoundry.co.uk -- Using Opera's mail client: http://www.opera.com/mail/___ 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] extracting concatenated transform matrix
Hi Frank. I have something alike that you could borrow some of the code to do it, its not a complete solution but will help as a start. The script takes all the transform info from a rotoshape (including the rotoshape transforms itself, extra matrix and everything) and the layers transforms containing it and bake the transforms onto each roto point. https://github.com/magnoborgo/RotoPaintToSplineWarp2/blob/master/RotopaintToSplineWarp_v2.py with some adaptation you could make it run into the selected transform nodes/cpins and apply it to a layer in a rotonode. Magno. On Tue, 14 Jul 2015 03:25:45 -0400, Frank Rueter|OHUfx wrote: Hi people, I was wondering if anybody has a clever tool for this: I have heaps of shots that need hand tracking, so my usual trees ends up having a bunch of concatenating transforms/corner pins etc. I then sometimes find myself wanting to link the resulting transform into a RotoPaint node, so would need to concatenate the nodes and extract the final matrix to then >link into the RotoPaint node. Seeing Transform node's matrices are accessible via python I thought I'd ask if anybody has written such a thing? Cheers, frank P.S.: Anybody going to Siggraph? -- > >vfx compositing | workflow customisation and consulting -- Using Opera's mail client: http://www.opera.com/mail/___ 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] splinewarp
Yeah the "freezespline" still works, but there'san additionall step where you need to duplicate the shapes manually. I did a update on it to work on Nuke v8/v9 https://github.com/magnoborgo On Mon, 22 Jun 2015 19:40:30 -0400, Pat Wong wrote: Magno Damn thats not good. Hopefully i can see they migth bug fix that. Do you know if yor freeze splice waro trick still works on nuke 8 or nuke9, i always found that very >useful Kind Regards Patrick Wong 077961 35224 www.wahwahdigital.com On 18 June 2015 at 19:58, Magno Borgo wrote: Hi Pat. Since Nuke 7 you can't link the source and dest by python anymore... you need to do it by hand (or go back to nuke 6) I have some tickets that would love some more votes to help do it via python, hit support please. Bug 35393 – Unable to create splinewarp curve via python _curveknob.Shape Bug 34896 – a way to join splinewarp shapes via Python On Thu, 18 Jun 2015 11:08:00 -0400, Pat Wong wrote: Hi Magno. I hope you are well. You helkped me a few years back and i urgently need it again for a 'morphing job'. im tryign to ressurect this tool and get it working in nuke 8 but cant seem to get the part working whicj links the source to destination splice to allow for warping , Do yo know if nuke 8 9 allows for proper importing of roto splines yet.. thank Kind Regards Patrick Wong 077961 35224 www.wahwahdigital.com On 16 August 2012 at 04:39, Magno Borgo wrote: Nice touch, thanks Pete. And Pat, glad to help :) Hi Pat and Magno. regarding the "#remove the line below" caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to worry about removing that line. Pete On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong wrote: great i figured it out, i didnt remove the additonal line at the bottom of your python script when i was running inthe script editor; #remove the line below if you are using the script with menu.py (in menus/DAG/etc) freezeWarp2() Its working precisely how i need it to now... Thanks again Magno you are a life saver!!!! I owe you one. On 15 August 2012 23:39, Magno Borgo wrote: The name of the shapes should be exactly "source" and "dest" without quotes for the script to work. Take a look on this one: set cut_paste_input [stack 0] version 6.3 v4 push $cut_paste_input SplineWarp3 { boundary_bbox false output morph curves {AnimTree: "" { Version: 1.2 Flag: 0 RootNode: 1 Node: { NodeName: "Root" { Flag: 512 NodeType: 1 Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 1024 S 0 778 NumOfAttributes: 10 "vis" S 0 1 "opc" S 0 1 "mbo" S 0 1 "mb" S 0 1 "mbs" S 0 0.5 "fo" S 0 1 "fx" S 0 0 "fy" S 0 0 "ff" S 0 1 "ft" S 0 0 } NumOfChildren: 1 Node: { NodeName: "source" { Flag: 576 NodeType: 3 CurveGroup: "" { Flag: 0 NumOfCubicCurves: 2 CubicCurve: "" { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5 435 6 435 7 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435 17 435 18 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27 435 28 435 29 435 30 435 31 435 32 435 33 435 34 435 35 435 36 435 37 435 38 435 39 435 40 435 41 435 42 435 43 435 44 435 45 435 46 435 47 435 48 435 49 435 50 435 51 435 52 435 53 435 54 435 55 435 56 435 57 435 58 435 59 435 60 435 61 435 62 435 63 435 64 435 65 435 66 435 67 435 68 435 69 435 70 435 71 435 72 435 73 435 74 435 75 435 76 435 77 435 78 435 79 435 80 435 81 435 82 435 83 435 84 435 85 435 86 435 87 435 88 435 89 435 90 435 91 435 92 435 93 435 94 435 95 435 96 435 97 435 98 435 99 435 1
Re: [Nuke-users] splinewarp
Hi Pat. Since Nuke 7 you can't link the source and dest by python anymore... you need to do it by hand (or go back to nuke 6) I have some tickets that would love some more votes to help do it via python, hit support please. Bug 35393 – Unable to create splinewarp curve via python _curveknob.Shape Bug 34896 – a way to join splinewarp shapes via Python On Thu, 18 Jun 2015 11:08:00 -0400, Pat Wong wrote: Hi Magno. I hope you are well. You helkped me a few years back and i urgently need it again for a 'morphing job'. im tryign to ressurect this tool and get it working in nuke 8 but cant seem to get the part working whicj links the source to destination splice to allow for warping , Do yo know if nuke 8 9 allows for proper importing of roto splines yet.. thank Kind Regards Patrick Wong 077961 35224 www.wahwahdigital.com On 16 August 2012 at 04:39, Magno Borgo wrote: Nice touch, thanks Pete. And Pat, glad to help :) Hi Pat and Magno. regarding the "#remove the line below" caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to worry about removing that line. Pete On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong wrote: great i figured it out, i didnt remove the additonal line at the bottom of your python script when i was running inthe script editor; #remove the line below if you are using the script with menu.py (in menus/DAG/etc) freezeWarp2() Its working precisely how i need it to now... Thanks again Magno you are a life saver I owe you one. On 15 August 2012 23:39, Magno Borgo wrote: The name of the shapes should be exactly "source" and "dest" without quotes for the script to work. Take a look on this one: set cut_paste_input [stack 0] version 6.3 v4 push $cut_paste_input SplineWarp3 { boundary_bbox false output morph curves {AnimTree: "" { Version: 1.2 Flag: 0 RootNode: 1 Node: { NodeName: "Root" { Flag: 512 NodeType: 1 Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 1024 S 0 778 NumOfAttributes: 10 "vis" S 0 1 "opc" S 0 1 "mbo" S 0 1 "mb" S 0 1 "mbs" S 0 0.5 "fo" S 0 1 "fx" S 0 0 "fy" S 0 0 "ff" S 0 1 "ft" S 0 0 } NumOfChildren: 1 Node: { NodeName: "source" { Flag: 576 NodeType: 3 CurveGroup: "" { Flag: 0 NumOfCubicCurves: 2 CubicCurve: "" { Type: 0 Flag: 8192 Dim: 2 NumOfPoints: 12 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5 435 6 435 7 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435 17 435 18 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27 435 28 435 29 435 30 435 31 435 32 435 33 435 34 435 35 435 36 435 37 435 38 435 39 435 40 435 41 435 42 435 43 435 44 435 45 435 46 435 47 435 48 435 49 435 50 435 51 435 52 435 53 435 54 435 55 435 56 435 57 435 58 435 59 435 60 435 61 435 62 435 63 435 64 435 65 435 66 435 67 435 68 435 69 435 70 435 71 435 72 435 73 435 74 435 75 435 76 435 77 435 78 435 79 435 80 435 81 435 82 435 83 435 84 435 85 435 86 435 87 435 88 435 89 435 90 435 91 435 92 435 93 435 94 435 95 435 96 435 97 435 98 435 99 435 100 435 0 S 100 1 870 2 870 3 870 4 870 5 870 6 870 7 870 8 870 9 870 10 870 11 870 12 870 13 870 14 870 15 870 16 870 17 870 18 870 19 870 20 870 21 870 22 870 23 870 24 870 25 870 26 870 27 870 28 870 29 870 30 870 31 870 32 870 33 870 34 870 35 870 36 870 37 870 38 870 39 870 40 870 41 870 42 870 43 870 44 870 45 870 46 870 47 870 48 870 49 870 50 870 51 870 52 870 53 870 54 870 55 870 56 870 57 870 58 870 59 870 60 870 61 870 62 870 63 870 64 870 65 870 66 870 67 870 68 870 69 870 70 870 71 870 72 870 73 870 74 870 75 870 76 870 77 870 78 870 79 870 80 870 81
Re: [Nuke-users] Rendering Apple Pro res 4444
Thank you J and Deke. It was in fact in Alexa colorspace, problem solved! Magno. On Fri, 22 May 2015 21:59:08 -0400, J Bills wrote: Hmmm... doesn't sound like your typical gamma 2.2 colorspace. What colorspace is the extended range quicktime being read in with? I would match that - probably >LogC. On Fri, May 22, 2015 at 5:13 PM, Magno Borgo wrote: So I got this source file which is Quicktime Apple Pro res encoded, with a nice range of information, with some superwhites of values around 16 on some bright >>parts of the video. Thought I can't render out a proper Apple Pro res with my comp modifications, It's clipping whites at 1, what I'm missing? Any help, nuke 8 or 9? Is it even possible? --Using Opera's mail client: http://www.opera.com/mail/ ___ 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 -- Using Opera's mail client: http://www.opera.com/mail/___ 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] Rendering Apple Pro res 4444
So I got this source file which is Quicktime Apple Pro res encoded, with a nice range of information, with some superwhites of values around 16 on some bright parts of the video. Thought I can't render out a proper Apple Pro res with my comp modifications, It's clipping whites at 1, what I'm missing? Any help, nuke 8 or 9? Is it even possible? -- Using Opera's mail client: http://www.opera.com/mail/ ___ 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] Removing light flicker
Awesome, thanks for the tips. Most methods got similar results so far, and Frank's suggestion is ,as someone else said, free. Apparently what I have here is a problem on the electronic diafragm of the DSLR, not exactly light flickering (light source is stable) and most methods get 80-90% of the flicker solved. Probably I will have to mix a lot of tricks if it doesn't get solved properly (freezing frames, local and global deflicker) Magno. Martin On 27 Apr, 2014, at 7:52 AM, Frank Rueter|OHUfx wrote: I often find that the easiest deflicker setup works best and fastest for global flicker: use a frame hold to and divide a blurred version of it by the moving footage that is blurred by the same amount. Than multiply the result back onto the original footage: Group { inputs 0 name Group1 label "flickering footage" selected true xpos -329 ypos -406 } CheckerBoard2 { inputs 0 name CheckerBoard1 xpos -166 ypos -317 } Transform { rotate {{frame*10}} scale 1.8 center {1024 778} name Transform1 xpos -166 ypos -245 } Multiply { value {{random(frame)}} name Multiply1 xpos -166 ypos -219 } Shuffle { alpha white name Shuffle1 xpos -166 ypos -181 } Output { name Output1 xpos -166 ypos -81 } end_group Dot { name Dot2 selected true xpos -295 ypos -304 } set N6b18140 [stack 0] Dot { name Dot3 selected true xpos -65 ypos -304 } Blur { size 2000 name Blur1 label "adjust to balance deflicker and ghosting" selected true xpos -99 ypos -275 } set N6bf6420 [stack 0] Dot { name Dot1 selected true xpos 80 ypos -259 } FrameHold { first_frame 1 name FrameHold1 label "frame at which to retain luminance" selected true xpos 46 ypos -223 } Dot { name Dot4 selected true xpos 80 ypos -173 } push $N6bf6420 Merge2 { inputs 2 operation divide name Merge1 selected true xpos -99 ypos -177 } push $N6b18140 Merge2 { inputs 2 operation multiply name Merge2 selected true xpos -329 ypos -177 } On 27/04/14 08:42, Magno Borgo wrote: Hi! Looking for tips and tricks on removing light flicker from stop motion/timelapse animation in post, any leads? Nuke preferably, but also open to plugins and other options. Thanks in advance. -- vfx compositing | workflow customisation and consulting ___ 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 -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] Removing light flicker
Hi! Looking for tips and tricks on removing light flicker from stop motion/timelapse animation in post, any leads? Nuke preferably, but also open to plugins and other options. Thanks in advance. -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] copying translate values from transform node to spline warp point
I developed a script that converts rotopaint to splinewarp nodes, baking transforms, including an option to convert curves to "pin points" https://github.com/magnoborgo/RotoPaintToSplineWarp2 You could just copy the transform animation to a rotopaint layer (transform animation), create the point where you need and convert to a pin, that should help you. Hi all I am trying to copy / link values from a transform node to individual points on a spline warp curve. I have tried to do this in every way shape and form but on each occasion the point get moved to the lower left corner of the frame they do in fact have the translation on them but all in the lower left corner, this occurs no mater where the points start out. also the first position of the transform values are the same as the as the potion of the point in the spline curve. just a final note each point gets a translation from a different transform node. cheers -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 -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] Re: 8k limit on EXR output?
I've seen these when you do extremely huge transforms... but like you said, your image is already huge.Try to crop the comp reducing the bounding boxes.Maybe nothing to do with EXR, from the console:R 9| [17:49.30] Warning: Shuffle2: request() clipped from xywh=1914,0,65647,9953 to xywh=1914,0,8192,8192 R 10| [17:49.30] Warning: Clamp3: request() clipped from xywh=1917,-3,8192,8198 to xywh=1917,0,8192,8192 R 11| [17:49.30] Warning: Merge53: request() clipped from xywh=0,0,67558,11250 to xywh=0,0,8192,8192 R 12| [17:49.30] Warning: Merge23: request() clipped from xywh=0,-575,69000,11825 to xywh=0,0,69000,11250Sorry for my ignorance, but are there any likely suspects for this? JulesOn Wed, Oct 9, 2013 at 5:56 PM, Jules Stevensonwrote: Hey List,We're trying to output a huge image (63k * 11k), which, quite rightly, is really hurting nuke. To simplify this we're trying to split the image up into chunks 8 horizontal chunks (8096 *11250px), pre-render them and re-stitch again. We're using exrs to store a load of additional layers we're using. All works fine except the exrs seem to only ever output to a maximum of 8k. The exr loads in with the correct bounding box, but anything above 8096 pixels is black. I've never heard of any kind of limit on this, and I've been bashing my head against a wall for 2 days with this - has anyone experienced anything like this, or have any potential ideas? Many thanks,Jules -- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] Nuke .fxs (Silhouette Shape format) exporter
Thank you guys.Give it a run, we've been testing it for a while and it has been very stable, if you run into any issues let me know.And yeah J, lots of hours on it. At first I tryed to run it just on the Silhouette side, but when I realized that I would need to implement a lot of the Nuke animation curve system in there, I decided to move it to Nuke. Lets say that now I can look at Nuke rotopaint code and see the curves, "the Matrix" style hehe.Magno.awesome - thanks magno! that looks like it took a lot of work.On Sat, Aug 10, 2013 at 8:15 PM, Sri Kanth <srikanth@gmail.com> wrote: Great..Thank you..!On Sunday, August 11, 2013, Diogo Girondi wrote: Nice one Magno! On Sat, Aug 10, 2013 at 11:18 AM, David Yu <dave...@gmail.com> wrote: Good stuff! Sent from Galaxy Note 2. On Aug 10, 2013 10:08 PM, "Magno Borgo" <li...@borgo.tv> wrote: Hello! For those knee deep into rotoscope: I'm releasing an exporter script that will send shapes from Nuke to Silhouette, keeping tracking data. More details at: http://github.com/magnoborgo/NukeFXSExporter http://www.youtube.com/watch?feature=player_embedded&v=Xn9oegH8umo -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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 -- Sent from iPad ___ 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 -- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] Nuke .fxs (Silhouette Shape format) exporter
Hello! For those knee deep into rotoscope: I'm releasing an exporter script that will send shapes from Nuke to Silhouette, keeping tracking data. More details at: http://github.com/magnoborgo/NukeFXSExporter http://www.youtube.com/watch?feature=player_embedded&v=Xn9oegH8umo -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] sublime text
Good point Nathan.Magno. `reload()` can definitely be useful, but keep in mind that it does not re-bind external references to a module. If moduleA imports moduleB, running `reload(moduleB)` will not update moduleA’s reference to it, so any calls moduleA makes to objects in moduleB will still be using old code. In order to update moduleA’s reference, you would need to reload it explicitly: `reload(moduleA.moduleB)`. -Nathan From: Magno Borgo Sent: Thursday, August 08, 2013 11:55 AM To: Nuke user discussion Subject: Re: [Nuke-users] sublime text Something that I use here when coding/testing my python scripts is the python reload() function. It will always import the latest modification saved to your script file. No need to copy/pasteback and forth and if you want you can even assign this to a keyboard shortcut. Something like this would work on the script editor: nuke.pluginAddPath('/path/to/script/folder/') # need to run this just 1 time. import yourscriptfile #need to run this just 1 time. reload(yourscriptfile) yourscriptfile.runthedesiredfunctionhere() Ah, many thanks! Will look into this. // Fredrik On Fri, Jul 26, 2013 at 6:05 PM, Deke Kincaid <d...@thefoundry.co.uk> wrote: Pretty much what Sam said. Here’s the link. https://github.com/Nvizible/NukeExternalControl -Deke KincaidCreative SpecialistThe FoundryMobile: (310) 883 4313Tel: (310) 399 4555 - Fax: (310) 450 4516The Foundry Visionmongers Ltd.Registered in England and Wales No: 4642027 On Tue, Jul 23, 2013 at 6:14 AM, Sam Marrocco <smarro...@ringsidecreative.com> wrote: On 7/23/2013 4:40 AM, Fredrik Averpil wrote: I was wondering, does Nuke have a command port, similar to what Maya has – enabling me to send code from my favourite editor to be executed inside of Nuke (without having to copy-paste the code back and forth)? I've been using a project called nukeExternalControl (GitHub) to inter-app communicate between python and nuke. It isn't fast but seems like it would probably do the job for you provided that Nuke's python interface allows a "paste" into it's editor. It definitely can run python commands internally on Nuke from as external interpreter. Internally it seems to use sockets.sam marrocco | chief technical officer ringside.cutters.picnic.moonlink248 548 2500 w248 910 3344 cringsidecreative.com ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3 ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users-- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] sublime text
Something that I use here when coding/testing my python scripts is the python reload() function. It will always import the latest modification saved to your script file.No need to copy/pasteback and forth and if you want you can even assign this to a keyboard shortcut.Something like this would work on the script editor:nuke.pluginAddPath('/path/to/script/folder/') # need to run this just 1 time.import yourscriptfile #need to run this just 1 time.reload(yourscriptfile)yourscriptfile.runthedesiredfunctionhere()Ah, many thanks!Will look into this.// FredrikOn Fri, Jul 26, 2013 at 6:05 PM, Deke Kincaidwrote: Pretty much what Sam said. Here’s the link.https://github.com/Nvizible/NukeExternalControl - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Tue, Jul 23, 2013 at 6:14 AM, Sam Marrocco wrote: On 7/23/2013 4:40 AM, Fredrik Averpil wrote: I was wondering, does Nuke have a command port, similar to what Maya has – enabling me to send code from my favourite editor to be executed inside of Nuke (without having to copy-paste the code back and forth)? I've been using a project called nukeExternalControl (GitHub) to inter-app communicate between python and nuke. It isn't fast but seems like it would probably do the job for you provided that Nuke's python interface allows a "paste" into it's editor. It definitely can run python commands internally on Nuke from as external interpreter. Internally it seems to use sockets. sam marrocco | chief technical officer ringside.cutters.picnic.moonlink 248 548 2500 w 248 910 3344 c ringsidecreative.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 ___ 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 -- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] Regrain blend on semi-transparent areas
Thank you Shailendra / Misho, nice to see other workflows. Yeah thinking about it gamma correcting the grain matte will not mess with white and black points, i'll give it a try. I'd just gamma up/down the matte in step 3 (you keep the 0 and 1) m. On 02.07.2013 15:40, Shailendra Pandey wrote: Hi Magno, Thats a good question. every time you composite a premultiplied image A over B for pixels with alpha =1 you get A for pixels with alpha =0 you get B for pixels with 0average(based on the alpha) of the two input imagesNow if you remember averaging can be used to reduce grain e.g. spatial(blurs) or temporal(frameblend) There are a few ways you can address the problem of soft grain on the edges of your patch. 1. composite your patch with soft alpha on the plate without grain2. accumulate all your mattes for grain in separate stream3. process your matte for grain e.g. compress range say using white point in a grade(alpha) node and check black/white clamp 4. Use this matte to add grain on your comp. Hope that helps Cheers SHAILENDRA On Tue, Jul 2, 2013 at 10:14 PM, Magno Borgo wrote: Looking for your experience/tips on the following situation: Removal area/clean plate, regrained to match the background plate. It has an alpha channel, blurred to smooth transition. But when its composited Over the original plate (heavy grain), on the semi-transparent alpha region the grain is faint because of the blending. Creating an edge detection mask and grading just the grain of the cleanplate on the transition area is working (making it stronger), just wondering about other tips/techniques on this situation. -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com [1] www.borgo.tv [2] Brasil:Curitiba:GMT= -3 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ [3] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users [4] Links: -- [1] http://www.boundaryvfx.com [2] http://www.borgo.tv [3] http://forums.thefoundry.co.uk/ [4] 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 -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] Regrain blend on semi-transparent areas
Looking for your experience/tips on the following situation: Removal area/clean plate, regrained to match the background plate. It has an alpha channel, blurred to smooth transition. But when its composited Over the original plate (heavy grain), on the semi-transparent alpha region the grain is faint because of the blending. Creating an edge detection mask and grading just the grain of the cleanplate on the transition area is working (making it stronger), just wondering about other tips/techniques on this situation. -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] nuke render memory management
Try rendering on terminal with -c flag"-c 2048M" for example will limit memory usage to 2GBI'm running out of memory on the farm on one of my comps. I don't remember running into this kind of thing with a comp of this size on nuke 6.3x and I'm wondering if I have missed something. I've precomped all the branches that I can. I've also turned off all postage stamps. I've also tried turning down the cache memory usage to 10%, along with turning all memory settings to very low. Renders consistently run out of ram on the farm. The farm nodes have 16GB RAM. On my comp station, this comp eats 22GB of RAM, until I clear the buffers. It's a somewhat large comp. 781 nodes. 762 channels. About 75 read nodes (reads are CG passes)HD inputs are between 2MB/frame and 8MB/frameRendering zip1 16 half EXR Environment:Windows 7Nuke 7.0v6same config on farm, except 16GB RAMLooking at my buffer report, I'm noticing a large amount of ChannleMerge nodes reporting memory usage of 300-400MB each. For example: ChannelMerge total usage: 339MB user data: cacheRegion 1920x1080 channels [... lots of channels listed here ...] usage 100% lossage 19 weight 0x0another example:ShuffleCopy total usage: 247MB user data: cacheRegion 1928x1088 channels extraTex_vrayUserColor_restaurant01.g,nigel.body,props.dump,lloyd.body,linus,extraTex_vrayUserColor_set03.r,reflect.red,reflect.green,reflect.blue,refract.red,refract.green,refract.blue,specular.red,specular.green,specular.blue,GI.red,GI.green,GI.blue,SSS.r,SSS.g,SSS.b,diffuse.r,diffuse.g,diffuse.b,lighting.red,lighting.green,lighting.blue,extraTex_vrayUserColor_interiors.g,extraTex_vrayUserColor_restaurant02.r,extraTex_vrayUserColor_set01.g,extraTex_vrayUserColor_set01.b,extraTex_vrayUserColor_set02.r,extraTex_vrayUserColor_set02.g,extraTex_vrayUserColor_set03.g,gush.a,normWorld.r,normWorld.g,normWorld.b,gg.body,gg.hair,bldg.green,bldg.blue,bldg.alpha,lloyd.stripe usage 100% weight 0x0Is this normal?Why are there lots of channels listed in the ChannelMerge node, when it should only be evaluating two input channels, and outputing one channel? Why is this comp so heavy?What am I missing here? Thanks for your help, Ryan -- Magno BorgoCertified Nuke Trainerwww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] presenting the FreezeSplineWarp technique
Thanks everyone, glad that you liked. Help me improve the scripts/technique by requesting priority to the following tickets with Foundry's support: Bug 35393 – Unable to create splinewarp curve via python _curveknob.Shape Bug 34896 – a way to join splinewarp shapes via Python Magno. Thank you for taking the time. Appreciated it. Sent from my iPhone On Jun 16, 2013, at 10:16 AM, "Magno Borgo" wrote: Hello everyone, doing a small plug for the video that I created describing what I call the "FreezeSplineWarp" technique: http://youtu.be/rFP4jgfXpjM With Corner Pins your are limited to 4 points stabilize/match-move, but with this technique you can use any number of points, getting more finer control. I show also the python scripts that I developed to automate the whole process on Nuke v7. I hope that you like it. -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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 -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] presenting the FreezeSplineWarp technique
Hello everyone, doing a small plug for the video that I created describing what I call the "FreezeSplineWarp" technique: http://youtu.be/rFP4jgfXpjM With Corner Pins your are limited to 4 points stabilize/match-move, but with this technique you can use any number of points, getting more finer control. I show also the python scripts that I developed to automate the whole process on Nuke v7. I hope that you like it. -- Magno Borgo Certified Nuke Trainer www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] read svg (as roto shapes)
Its kind of convoluted but I have done it before:SVG > Illustrator > After Effects Masks > Export masks to Silhouette > Silhouette to Nuke.holaAnyone managed to read svg (or other standardised vector format) into rotoshapes?Or maybe there is some neat (cmdline) tool to convert svg to nuke roto G-- ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] Auto unpack group shapes node
You'll need to automate it with python either on the export from Silhouete or within Nuke.Looks like you are using an older version of Silhouette (Bezier export?), newer versions can already export layers/shapes into single nodes and do what you want.Hii know "Edit > Node > Group > Expand Group (Ctrl+alt+g)" this procedure but i want just click 1 button all shapes unpack like 50 character layer in Silhouette i am export for nuke shapes and import in nuke group node ,just click 1 custom button after 1 character all shapes in 1 backdrop all 50 character separate backdrop and shapes if any possible -- Thanks -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] spline warp correspondence points
You can do it with Python on the script editor.Edit the "setup" below following the instructions, the hardest part is to figure out the point number. #setup curvename = "Ellipse1" #change to name of the curve pointNumber = 3 #correspondence point number (starts on 0) sourceordestination = 1 #sourcecurve is 0, destination curve is 1 time = 40 #time of the keyframe you want to remove #endofsetup rotoNode = nuke.selectedNode() rotoCurve = rotoNode['curves'] cp = rotoCurve.getCorrespondencePoints(curvename) animationcurve = cp.getAnimCurve(pointNumber, sourceordestination) animationcurve.removeKey(time) #also possible to remove all the keyframes with #animationcurve.removeAllKeys() rotoCurve.changed() #updates the UI I'm afraid this isn't currently possible. It's logged as bug 18300. Please contact supp...@thefoundry.co.uk to add your voice to the bug! Thanks, Sam On 09/05/2013 19:37, japeurotrash wrote: Does anyone know how to remove keyframes from correspondence points? I am able to remove them from shapes but not correspondence points. I tried thru the dope sheet, the un-keyfame button etc to the point the timeline doesn't show any keyframes, but my correspondence points are still moving when scrubbing thru the timeline. Any help would be greatly appreciated! btw, using nuke 7.0.6 on linux ___ 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 -- Sam Smith Nuke QA Engineer The Foundry, 6th Floor, 48 Leicester Square, London, WC2H 7LT, UK Tel: +44 (0)207 968 6828, Fax: +44 (0)207 930 8906 Web: www.thefoundry.co.uk Email: sam.sm...@thefoundry.co.uk The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] How do I add to Reformat node
Add this to your init.py: nuke.addFormat ("3840 1080 1.0 Mynewformat") #width height pixelaspect name I want to add a specific format to the Reformat node, so that I don't have to recreate it every time for a new project. Is there a way to do this? Thanks in advance, Todd Groves ___ 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 -- Magno Borgo www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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: AW: [Nuke-users] Alexa Artifacts
I've seen the exactly same artifacts when working on a film shot on Alexa. These are nasty specially when keying... same issue, shot directly in Proress .Magno.We've been having some problems with noise on some footages from Alexa, but nothing remotely near to that.diogo On Wed, Mar 27, 2013 at 9:50 PM, Jonathan Egstadwrote: No idea, but it looks an awful lot like filtering from a slight resize operation.-jonathan On Mar 27, 2013, at 5:29 PM, "Igor Majdandzic" wrote: do you mean in camera? because that was from the original qt footage -- igor majdandziccompositor | i...@badgerfx.com BadgerFX | www.badgerfx.com Von: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Jonathan Egstad Gesendet: Donnerstag, 28. März 2013 01:10An: Nuke user discussionCc: Nuke user discussionBetreff: Re: [Nuke-users] Alexa Artifacts Looks like a very slight resize was done.-jonathan On Mar 27, 2013, at 4:56 PM, "Igor Majdandzic" wrote: Hey guys,we got footage from a shoot with Alexa being the camera. It was shot in ProRess 444. The problem is: The picture has some artifacts which confuse me the codec being 444. I attached some images which show some of the grain patterns. Is this normal? thx, Igor -- igor majdandzic compositor |i...@badgerfx.com BadgerFX | www.badgerfx.com Von: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Deke Kincaid Gesendet: Mittwoch, 27. März 2013 23:47An: Nuke user discussionBetreff: Re: [Nuke-users] FusionI/O and Nuke Hi MichaelI'm actually testing this right now as Fusionio just gave us a bunch of them. Early tests reveal that with dpx it's awesome but with openexr zip compressed file it it is spending more time with compression, not sure if it is cpu bound or what(needs more study but its slower). Openexr uncompressed files though are considerably superfast but of course the issue is that it is 18 meg a frame. These are single layer rgba exr files. -Deke KincaidCreative SpecialistThe FoundryMobile: (310) 883 4313Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd.Registered in England and Wales No: 4642027 On Wed, Mar 27, 2013 at 3:26 PM, Michael Garrett wrote: I'm evaluating one of these at the moment and am interested to know if others have got it working with Nuke nicely, meaning, have you been able to really utilise the insane bandwidth of this card to massively accelerate any part of your day to day compositing? So far, I've found it has no benefit when localising all Reads in a somewhat heavy comp, or even playing back a sequence of exr's or deep files, compared to localised sequences on a 10K Raptor drive also in my workstation - hopefully I'm missing something big though, this is day one after all. There may be real tangible benefits to putting the Nuke cache on it though - I'll see how it goes. I'm also guessing that as gpu processing becomes more prevalent in Nuke that we will see a real speed advantage handing data from a card like this straight to the gpu. Thanks,Michael___ Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___Nuke-users mailing listNuke-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 -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] Automatically control Text size
Perhaps work with a Reformat node after the text to make it fit somehow independently of the Font used (along with the expressions)Magno.Fixed width fonts are great and all, but they're not always what the client wants.Programs that have better Text tools do this. I'm just trying to figure out how to do this in Nuke. Ron Ganbaremail: ron...@gmail.comtel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel]url: http://ronganbar.wordpress.com/ On 5 March 2013 12:42, Santiago Svirskywrote: or you could use howard's _expression_ with a fixed-width font, which were invented for such cases. ;) From: Ron Ganbar [ron...@gmail.com] Sent: 05 March 2013 10:23 To: Nuke user discussion Subject: Re: [Nuke-users] Automatically control Text size Hi guys,-- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -3___ 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] mask
As a workaround you can draw (or read an image) make a Group and use it as Input Process. You cannot, the options are hardcoded.. Contact supp...@thefoundry.co.uk and request these be customisable. It's a known issue, but the more people that request it, the quicker it'll be fixed \o/ On 22/02/13 03:25, Dan Rosen wrote: Anyone know how to customize the new mask and title safe values in the Viewer? thx, Dan ___ 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 -- Magno Borgo www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -3 ___ 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] Tcl addition syntax
[expr [value which]+1] Hi TCL is certainly not my strong point but how do you add to a value? ie. I have a switch node running from 0-2 which I want to add 1 to in the label. So the label would say version:1 to 3 rather than 0 to 2 Something like version: [value which +1 ] but works. Simple I'm sure but couldn't find anything on the web. Thanks Howard___ 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 -- Magno Borgo www.boundaryvfx.com www.borgo.tv Brasil:Curitiba:GMT= -2 (dst) ___ 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] EXR - Maya 2013 compression - Nuke performance.
Thanks, I'll check these out.Magnowoops, forgot to include the link to the tool:http://antimentalray.livejournal.comlooks like it has to be compiled though :/ - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Thu, Jan 31, 2013 at 11:51 AM, Deke Kincaid <d...@thefoundry.co.uk> wrote: Mango: Last I knew you had to write an output shader for mental ray to calculate this and it is not done by default. It is easiest to wrap this up into a post conversion script when you convert the file to scanline. In Nuke you can hit “x” and type “autocrop” and it will analyze the sequence and create a bbox which you can then write out. This guy wrote a little tool called exr4nuke which does this automatically for you:There is a plugin for MR in Maya called “Mental Core” which allows you to write out scanline exr’s, embedded camera metadata (not sure about adding the bbox/datawindow). http://core-cg.com/http://core-cg.com/documentation/refpasses.html#compositing-render-passes Also from doing some more research, it appears that Mental Ray defaults now to outputting scanline exr files with zips compression. I’m not sure which version though as even the nvidia people from the thread below think it is possibly in Maya 2013 but not sure if it actually made it into it: http://forum.nvidia-arc.com/showthread.php?9434-OpenExr-and-zip-scanline-compressions&highlight=nukehttp://forum.nvidia-arc.com/showthread.php?9434-OpenExr-and-zip-scanline-compressions&highlight=nuke - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Thu, Jan 31, 2013 at 10:48 AM, Magno Borgo <li...@borgo.tv> wrote: Let me ask something related to the thread. My EXRs coming from maya2013 /mental ray renders do not have bounding box, am I missing some rendering option to get that? Magno. Well, as Deke mentioned, this option may just be applying ZIP compression to the individual tiles, as opposed to buffering the tile data and then writing a a scanline-based image at the end. -Nathan -- Magno Borgowww.boundaryvfx.comwww.borgo.tv Brasil:Curitiba:GMT= -2 (dst)___ 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 -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -2 (dst)___ 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] EXR - Maya 2013 compression - Nuke performance.
Let me ask something related to the thread. My EXRs coming from maya2013 /mental ray renders do not have bounding box, am I missing some rendering option to get that?Magno. Well, as Deke mentioned, this option may just be applying ZIP compression to the individual tiles, as opposed to buffering the tile data and then writing a a scanline-based image at the end. -Nathan -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -2 (dst)___ 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] default for tracker label
Add this to you menu.py or init.pynuke.knobDefault("Tracker.label", '[knob transform]')Does anyone know how you would get the tracker node to display the value of the transform knob in the label so it's default?I usually do it by typing [knob transform] in the label section in the node tab. But it gets annoying having to do it every time.Thanks. Darren Coombes - VFX CompositorCheck out some of my work…www.vimeo.com/53990514Mob: +61 418 631 079Skype: darrencoombesTwitter: @durwood81 -- Magno Borgowww.boundaryvfx.comwww.borgo.tvBrasil:Curitiba:GMT= -2 (dst)___ 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] Puppet Tool Deformation
You can achieve this with splinewap (there are pins as well), but its not "exactly" the same as the AE one, because on AE you have a triangulated mesh that you can deform/refine. Not impossible but probably not as easy to setup in Nuke.Hi Everyone,Is somebody know if they is a way to simulate the AE puppet tools inside Nuke ?The AE puppet tool is a kind of partial warp node which deforming part of an image according to the positions of pins that you place and move. Locators (pins) define what parts of the image should move, what parts should remain rigid, and what parts should be in front when parts overlap. ThanksSpider 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 -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] Fading Project 3d Shaders
I have several project3d shaders being merged with MergeMat nodes. Is there a way to fade/"mix" shaders? Like we can do with the merge node "mix" parameter?I can setup each project3d on its own scanline render and fade them, but perhaps there's an easier way?-- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics+55.41.9982-5537+55.41.3013-4921Brasil:Curitiba:GMT= -2 (dst)___ 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] Fading Project 3d Shaders
Nice :)That would be great. Perhaps with some fading animation setup, x frames before, y frames after the framehold.I could add this to projectionist as an option btw...On 4 dec. 2012, at 18:22, "Magno Borgo" <li...@borgo.tv> wrote:Thats it, thanks. Animated multiply node before the project 3d. -- Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EXAmsterdam | The Netherlands | tel. +31 20 330 8250cel. +31 61 145 06 36 | http://hecticelectric.nl -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] Fading Project 3d Shaders
Thats it, thanks. Animated multiply node before the project 3d.Does this do it? using a Multiple to fade out the shader before merging it.On 5 December 2012 05:56, Magno Borgo <li...@borgo.tv> wrote: I have several project3d shaders being merged with MergeMat nodes. Is there a way to fade/"mix" shaders? Like we can do with the merge node "mix" parameter? I can setup each project3d on its own scanline render and fade them, but perhaps there's an easier way? -- Magno Borgo www.borgo.tv 3D | VFX | Motion Graphics +55.41.9982-5537 +55.41.3013-4921 Brasil:Curitiba:GMT= -2 (dst) ___ 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 -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] Fading Project 3d Shaders
I have several project3d shaders being merged with MergeMat nodes. Is there a way to fade/"mix" shaders? Like we can do with the merge node "mix" parameter? I can setup each project3d on its own scanline render and fade them, but perhaps there's an easier way? -- Magno Borgo www.borgo.tv 3D | VFX | Motion Graphics +55.41.9982-5537 +55.41.3013-4921 Brasil:Curitiba:GMT= -2 (dst) ___ 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] nuke and mocha pro workflow problem
I am not sure the best workflow to make the parameters between Nuke and Mocha Pro match so that exported shape data will paste into place in the rotopaint node in Nuke Parameters that need to match: clip length / frame rate / interlaced node / pulldown mode / PAR In Nuke, original footage is 1440x1080_50i, but it has a Reformat Node applied (1920x1080) and a Field Select node applied - "even". In Mocha Pro, same footage imported (1440x1080_50i HDV), but for the Pixel Aspect Ratio, do I go with HDV 1.333 OR do I make the PAR: HD to match the final plate in Nuke? If you import the original footage, use the footage PAR (matching the 1440/1080=1,). After that apply the same reformat after your roto node.Use the same field setting on both aps or you'll have problems. I have run tests, but so far, all the shape data comes in to the Left of where*it out to be.* mocha pro frame offset is 1 Where do I set the frame offset in Nuke? - to make sure they match? Change frame offset in mocha, its easier, set it to the same start frame of your nuke comp Nuke parameters: clip length: 1-812 frames (in & out points @ 60 and 190) frame rate: 24 fps interlaced mode: have been choosing upper field/odd (will switch to even) pulldown mode:* haven't done anything with this PAR: HD Mocha Pro parameters: clip length: 1-812 (same in & out points) frame rate: 24 fps (bit depth is set to 24) interlaced mode: even pulldown mode - have not set PAR: HDV 1.333 (I have also chosen PAR: DVDHD Pro (which as I understand it, is relatively the same as HDV I have also set up the PAR to HD, but still the same problem) Any advice or feedback would be greatly appreciated. Thanks! -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] Colourblind help
Maybe using the HueShift node you could rotate colors to something more suitable for you? Hello, I'm a beginner in nuke and a paint and roto artist, I was just wondering if anyone has any tips or tricks in helping picking out colours. I not fully colourblind just a green and red deficiency. I do use the rgb colour numbers at the bottom of the screen and shuffle the colours around and flick through the rgb channels. However there's sometimes where where I can't see a certain shade so I would like to know if there is a way of displaying the colour numbers on screen, so that if there is a marker that's hide to find, it displays the higest number. Thanks -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] "Accumulating" alpha
Nice, thank you guys. TimeEcho will do the trick. Magno. timeecho set to max On Thu, Nov 22, 2012, at 10:53, Magno Borgo wrote: Lets say I have an alpha channel of a moving object. How can I generate a single image that represents this alpha through time? This would generate the "trail" of the alpha. Something like frameBlend but without averaging, I want to max it. thanks in advance. -- Magno Borgo www.borgo.tv 3D | VFX | Motion Graphics ___ 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 -- Magno Borgo www.borgo.tv 3D | VFX | Motion Graphics ___ 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] "Accumulating" alpha
Lets say I have an alpha channel of a moving object. How can I generate a single image that represents this alpha through time? This would generate the "trail" of the alpha. Something like frameBlend but without averaging, I want to max it. thanks in advance. -- Magno Borgo www.borgo.tv 3D | VFX | Motion Graphics ___ 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] Keylight_ edge issue
Looks like a chorma subsampling issue.http://en.wikipedia.org/wiki/Chroma_subsamplingYou can use Keylight's "screen preblur" to improve it,or try changing the Colorspace to YCbCr, blur the CbCr channels and return to the original colorspace The edges in Keyframe is kind of broken (the footage is also not high res) I played with screen gain but was not able to solve it. The composite is looking good; but edges of the premultiplied fg is ugly. Any ideas?? Thanks Putopian vohra -- Magno Borgowww.borgo.tv3D | VFX | Motion Graphics___ 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] Manipulating the pupil of an eye
I would do it with a spline-warp: track the pupil, use it to drive a spline and distort it at will with the destination curve. Hi, I'm working with footage of an eye and I'm trying to dilate the pupil ever so slightly. The challenge for me is getting the iris to look as it is contracting accordingly. By rendering out a normal shader from Maya (one channel from top to bottom, one from right to left and one with facing ratio) and using it with an IDistort (same method as this guy fakes refraction in Nuke: https://vimeo.com/30058027), I've managed to push the pixels around the pupil. It works to some extent, but doesn't seem like a good way of achieving this. How would everyone else go around doing this? Preferably in nuke only. -- Using Opera's revolutionary email client: http://www.opera.com/mail/___ 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] splinewarp
Nice touch, thanks Pete. And Pat, glad to help :) Hi Pat and Magno. regarding the "#remove the line below" caveat, if you end the script with: #begin code if __name__ == '__main__': freezeWarp2() #end code then you don't have to worry about removing that line. Pete On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong wrote: great i figured it out, i didnt remove the additonal line at the bottom of your python script when i was running inthe script editor; #remove the line below if you are using the script with menu.py (in menus/DAG/etc) freezeWarp2() Its working precisely how i need it to now... Thanks again Magno you are a life saver I owe you one. On 15 August 2012 23:39, Magno Borgo wrote: > The name of the shapes should be exactly "source" and "dest" without quotes > for the script to work. > > Take a look on this one: > > > > set cut_paste_input [stack 0] > version 6.3 v4 > push $cut_paste_input > SplineWarp3 { > boundary_bbox false > output morph > > curves {AnimTree: "" { > Version: 1.2 > Flag: 0 > RootNode: 1 > Node: { > NodeName: "Root" { >Flag: 512 >NodeType: 1 >Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 1024 S 0 778 >NumOfAttributes: 10 >"vis" S 0 1 "opc" S 0 1 "mbo" S 0 1 "mb" S 0 1 "mbs" S 0 0.5 "fo" S 0 1 > "fx" S 0 0 "fy" S 0 0 "ff" S 0 1 "ft" S 0 0 > } > NumOfChildren: 1 > Node: { >NodeName: "source" { > Flag: 576 > NodeType: 3 > CurveGroup: "" { > Flag: 0 > NumOfCubicCurves: 2 > CubicCurve: "" { > Type: 0 Flag: 8192 Dim: 2 > NumOfPoints: 12 > 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 > 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 > 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 > 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 > 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 > 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 > 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0 > 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 > 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 > 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 > 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 > 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 > 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 > 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5 435 6 435 7 > 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435 17 435 18 > 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27 435 28 435 29 > 435 30 435 31 435 32 435 33 435 34 435 35 435 36 435 37 435 38 435 39 435 40 > 435 41 435 42 435 43 435 44 435 45 435 46 435 47 435 48 435 49 435 50 435 51 > 435 52 435 53 435 54 435 55 435 56 435 57 435 58 435 59 435 60 435 61 435 62 > 435 63 435 64 435 65 435 66 435 67 435 68 435 69 435 70 435 71 435 72 435 73 > 435 74 435 75 435 76 435 77 435 78 435 79 435 80 435 81 435 82 435 83 435 84 > 435 85 435 86 435 87 435 88 435 89 435 90 435 91 435 92 435 93 435 94 435 95 > 435 96 435 97 435 98 435 99 435 100 435 0 S 100 1 870 2 870 3 870 4 870 5 > 870 6 870 7 870 8 870 9 870 10 870 11 870 12 870 13 870 14 870 15 870 16 870 > 17 870 18 870 19 870 20 870 21 870 22 870 23 870 24 870 25 870 26 870 27 870 > 28 870 29 870 30 870 31 870 32 870 33 870 34 870 35 870 36 870 37 870 38 870 > 39 870 40 870 41 870 42 870 43 870 44 870 45 870 46 870 47 870 48 870 49 870 > 50 870 51 870 52 870 53 870 54 870 55 870 56 870 57 870 58 870 59 870 60 870 > 61 870 62 870 63 870 64 870 65 870 66 870 67 870 68 870 69 870 70 870 71 870 > 72 870 73 870 74 870 75 870 76 870 77 870 78 870 79 870 80 870 81 870 82 870 > 83 870 84 870 85 870 86 870 87 870 88 870 89 870 90 870 91 870 92 870 93 870 > 94 870 95 870 96 870 97 870 98 870 99 870 100 870 0 0 0 S 100 1 0 2 0 3 0 4 > 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 > 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 > 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 > 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 > 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 > 81 0
Re: [Nuke-users] splinewarp
0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 0 0 L 0 4096 0.5 2 0 0 "" 0 100 "" 1 0 0 0 0 0 256 0 "" 2 -3.34656 0 0 0 0 256 0 "" 3 -6.67242 0 0 0 0 256 0 "" 4 -9.95697 0 0 0 0 256 0 "" 5 -13.1794 0 0 0 0 256 0 "" 6 -16.3192 0 0 0 0 256 0 "" 7 -19.3556 0 0 0 0 256 0 "" 8 -22.2679 0 0 0 0 256 0 "" 9 -25.0354 0 0 0 0 256 0 "" 10 -27.6375 0 0 0 0 256 0 "" 11 -30.0535 0 0 0 0 256 0 "" 12 -32.2627 0 0 0 0 256 0 "" 13 -34.2444 0 0 0 0 256 0 "" 14 -35.978 0 0 0 0 256 0 "" 15 -37.4428 0 0 0 0 256 0 "" 16 -38.618 0 0 0 0 256 0 "" 17 -39.4832 0 0 0 0 256 0 "" 18 -40.0173 0 0 0 0 256 0 "" 19 -40.2 0 0 0 0 256 0 "" 20 -36.5222 0 0 0 0 256 0 "" 21 -25.9117 0 0 0 0 256 0 "" 22 -9.00305 0 0 0 0 256 0 "" 23 13.5692 0 0 0 0 256 0 "" 24 41.1706 0 0 0 0 256 0 "" 25 73.1666 0 0 0 0 256 0 "" 26 108.923 0 0 0 0 256 0 "&qu
Re: [Nuke-users] splinewarp
Looks like you source/dest have a different number of keyframes. I forgot about that... Use this script to bake the keyframes (it will create a key on every frame), it converts a rotonode into a splinewarp. http://www.nukepedia.com/python/misc/rotopainttosplinewarp/ After that run the previous script and it will work. Magno. Magno thanks, Ive followed your instructions, but i get this error # Result: Traceback (most recent call last): File "", line 93, in File "", line 84, in freezeWarp2 IndexError: list index out of range any ideas? -- ****** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] splinewarp
Yeah indeed, I needed to do that in a project while ago a wrote a script. I'll upload it to Nukepedia when I have time to polish it. Usage: Create a splinewarp with 2 curves (ideally with same number of shape points, or copy from rotonode) name the source shape "source" name the destination shape "dest" run the script delete the destination shape. The source shape will have what you want. any problems let me know. oh dear not even a work around at all? On 15 August 2012 16:46, Bill Gilman wrote: That's the main criticism so far of the spline warper. You have to build the target shape from the source, you can't copy in a shape and link them up. They know about it, I'm guessing they're working on it. On Aug 15, 2012, at 8:37 AM, Pat Wong wrote: Hi Im trying to copy and paste the splines and animation from 2 seperate rotospline shape nodes into a splinewarp node , one for the source and the other for the source warp... I can seem to get the spline over from the roto node into the spline warp into the 'SOURCE', thats fine. but when i try to copy the second roto shape across into the 'SOURCE WARP' shape... it seems to overwrite the spline and animation in both the 'SOURCE' and 'SOURCE WARPED' Does anyone know if this is possible or not?? cheers pat ___ 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 ___ 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 -- ** Magno Borgo www.borgo.tv www.boundaryvfx.com splinewarp_source_dest.py Description: Binary data ___ 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] Using tracker to stable then reapply move problems
Tracker nodes are correct, the problem is the bounding box.Set to rotoscope node "clip to" to none or bounding box.Hey allI am pretty sure I am just being really dumb here but...I have some rigg to remove so I am am useing the Tracker node (2 point track with (transition, rotation and scale) active on both track points, set my ref frame and set the transform to "stabilize" do the work I need to then copy the original tracker and set it transform to Match move and well it does not replace the move.once again I am sure I am being dumb but if any one has some pointers that would be great.project attachedcheers-adam -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] PTGui distortion model
Yeah, thats a great solution. Check these for some nice tips going down that road: http://www.nukepedia.com/written-tutorials/understanding-uvmaps-warping-with-stmap-pt-1/ http://www.nukepedia.com/written-tutorials/understanding-uvmaps-warping-with-stmap-pt-2/ I'm not sure if PTGui allows you to redistort an image based on your lens solution, but if it does, you can read in a 32-bit normalized UV ramp (0 to 1 in X and 0 to 1 in Y) that is the size of your undistorted plate and use the resulting distorted UV image to feed into nuke's lens distort node or an STMap. I've used this technique coming from boujou and it's spot on. John Mangia Sent from my iPad On Jun 13, 2012, at 11:20 AM, "Graham Houston" wrote: If I have distortion parameters from PTGui, (lens correction parameters: abc, image shift: de), how do I translate that into Nuke's LensDistortion node? I see the 'Card Parameters' rollout, but the only values that affect the image output are the 'Radial Distortion' fields. ___ 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 -- ** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] Clone of Roto Node?
Place the needed individual roto shape(s) into a single rotonode and use a comp operation to add it to the rest of the tree. If you need it elsewhere, you can pipe out the output to other places.Not convenient as have everything on the same rotonode but its a workaround. Hi, I´d like to reuse animated shape in Roto node, but Nuke keeps telling me, that Roto cannot be cloned. I know I can copy that shape between rotos, but then when I change the shape, I have to re-copy it to the other node. How do you gou aboout it? Thanks! -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Adding a tracker to a roto point
Try my python script:http://www.nukepedia.com/python-scripts/misc/bakerotoshapestotrackers/ One can right-click a roto point and link to a tracker but can the reverse be done? I have a rotoshape that is keyframed to a window. Now I would like to "convert" one of the roto/bezier points to a tracker or get it's X/Y positional data. Is this possible? Right-clicking and "copy animation" doesn't work. It creates a light blue box that is constantly 0. -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Flame Timewarp File to Nuke?
Take a look at http://framecurve.org/scripts/ Hello, Does anyone know if there is a tool for Nuke to ingest a Flame Timewarp file? Or something to convert the Timewarp data into Time+Ascii format, If one doesn't exist we will create something here to do the conversion for our needs, but if something is already out there... Thanks, -Schnee -- \/ davids / comp \/ 177 /\ tippettstudio /\ breakin'donz -- ****** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] greenscreen dark edges
If its really a despill problem, maybe try an Unspill? Play with the multiply node to adjust the balance of the rgb channels in the code below.set cut_paste_input [stack 0] version 6.3 v1 push $cut_paste_input Dot { name Dot11 selected true xpos 483 ypos -273 } set N5666ee0 [stack 0] Dot { name Dot9 selected true xpos 309 ypos -273 } set N560c330 [stack 0] Shuffle { red blue green blue alpha blue name BLUE tile_color 0x selected true xpos 275 ypos -222 } set N560f370 [stack 0] Dot { name Dot19 selected true xpos 69 ypos -219 } push $N560c330 Shuffle { red green blue green alpha green name GREEN tile_color 0xff00ff selected true xpos 383 ypos -190 } set N561b640 [stack 0] Dot { name Dot15 selected true xpos 364 ypos -145 } Dot { name Dot14 selected true xpos 364 ypos -27 } push $N560c330 Shuffle { green red blue red alpha red name RED tile_color 0xffff selected true xpos 178 ypos -193 } set N5609d50 [stack 0] Multiply { name Multiply3 selected true xpos 178 ypos -143 } push $N560f370 Multiply { name Multiply2 selected true xpos 275 ypos -139 } Merge2 { inputs 2 operation average name Merge7 selected true xpos 222 ypos -88 } Merge2 { inputs 2 operation difference name SPILLMAP selected true xpos 222 ypos -30 } Multiply { value {0.2 0.7 0.3 1} name Multiply1 label "CHANGE VALUES HERE\n\n" note_font_size 20 selected true xpos 221 ypos 20 } Dot { name Dot20 selected true xpos 255 ypos 74 } set N19645d40 [stack 0] Dot { name Dot21 selected true xpos 183 ypos 198 } Merge2 { inputs 2 operation plus name Plus1 selected true xpos 35 ypos 195 } push $N5609d50 Dot { name Dot18 selected true xpos 135 ypos -121 } push $N19645d40 Merge2 { inputs 2 operation plus name Plus selected true xpos 101 ypos 115 } push $N561b640 Dot { name Dot10 selected true xpos 417 ypos 121 } push $N19645d40 Merge2 { inputs 2 operation difference name Merge9 selected true xpos 221 ypos 118 } push $N5666ee0 Dot { name Dot12 selected true xpos 491 ypos 246 } ShuffleCopy { inputs 2 green green name ShuffleCopy1 selected true xpos 221 ypos 243 } ShuffleCopy { inputs 2 red red name ShuffleCopy2 selected true xpos 101 ypos 243 } ShuffleCopy { inputs 2 blue blue name ShuffleCopy3 selected true xpos 35 ypos 309 } Hi guys. I'm using keylight to pull a key. I'm also using Primatte for the core key. Both look ok when channelmerged together. The problem is I end up with dark edges, which I'm guessing are result of despill from keylight. I tried to use an erode but it's eating away some fine detail I want to keep. Anyone has any tips? Thanks. -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Write node - TCL directory navigation question
I usually place the tcl inside the label of a backdropnode to test the results, in fact I have a toolset with several expressions saved on it:[join [lrange [split [file dirname [knob root.name]] "/"] 0 end-1] "/"] [file dirname [value root.name]] [lindex [split [value root.name] /] end] [lindex [split [lindex [split [value root.name] /] end] .] 0] [file tail [value root.name]] [file rootname [file tail [value root.name]]] [date %Hh%Mm%Ss]I like to append the date one on the filename of the quicktime previews, this way a new preview is always created, instead of overwriting and you can compare versions.Magno.Magno,That's a nice, compact way to disassemble and reassemble pathname components! I have used something similar with split before, but I didn't use join, which makes it a lot shorter than what I was doing! ;^)One question I have is, how do you debug your evaluated _expression_ to make sure your pathname is what you want? What I've been doing is to attach a Text node after the Write node and view the result of the text message "[value Write1.file]" - or whatever the name of the Write node happens to be... That gives me an overlay of the printed path. When I look at the result of your _expression_, however, it is not evaluated. I get the same code that is typed in the file section - essentially what "[knob Write1.file]" would report. But when I use something like "[file dirname [file dirname [value root.name]]]" - I get the actual pathname that it's going to write to. Not sure why that would be. Any idea...?Thanks,Rich Rich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/ On Apr 26, 2012, at 11:14 AM, Magno Borgo wrote:Try this one.[join [lrange [split [file dirname [knob root.name]] "/"] 0 end-1] "/"]Change "end-1" to end-2, end-3, and so on to go back on the directory structureHoward,Hmm... That just seems to append /../ to the path and doesn't actually perform the change directory command... Unless I'm missing something.Thanks,RichOn Apr 26, 2012, at 9:14 AM, Howard Jones wrote:[file dirname [value root.name]]/../to be more precise HowardFrom: Howard Jones <mrhowardjo...@yahoo.com>To: Nuke user discussion <nuke-users@support.thefoundry.co.uk> Sent: Thursday, 26 April 2012, 14:11Subject: Re: [Nuke-users] Write node - TCL directory navigation question[file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think HowardFrom: Rich Bobo <richb...@mac.com>To: Nuke-Users Mailing List <nuke-users@support.thefoundry.co.uk> Sent: Thursday, 26 April 2012, 13:57Subject: [Nuke-users] Write node - TCL directory navigation questionHi,Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory:[file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there...Thanks for any help!RichRich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users--**Magno Borgowww.borgo.tvwww.boundaryvfx.com___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Write node - TCL directory navigation question
I usually place the tcl inside the label of a backdropnode to test the results, in fact I have a toolset with several expressions saved on it:[join [lrange [split [file dirname [knob root.name]] "/"] 0 end-1] "/"] [file dirname [value root.name]] [lindex [split [value root.name] /] end] [lindex [split [lindex [split [value root.name] /] end] .] 0] [file tail [value root.name]] [file rootname [file tail [value root.name]]] [date %Hh%Mm%Ss]I like to append the date one on the filename of the quicktime previews, this way a new preview is always created, instead of overwriting and you can compare versions.Magno.Magno,That's a nice, compact way to disassemble and reassemble pathname components! I have used something similar with split before, but I didn't use join, which makes it a lot shorter than what I was doing! ;^)One question I have is, how do you debug your evaluated _expression_ to make sure your pathname is what you want? What I've been doing is to attach a Text node after the Write node and view the result of the text message "[value Write1.file]" - or whatever the name of the Write node happens to be... That gives me an overlay of the printed path. When I look at the result of your _expression_, however, it is not evaluated. I get the same code that is typed in the file section - essentially what "[knob Write1.file]" would report. But when I use something like "[file dirname [file dirname [value root.name]]]" - I get the actual pathname that it's going to write to. Not sure why that would be. Any idea...?Thanks,Rich Rich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/ On Apr 26, 2012, at 11:14 AM, Magno Borgo wrote:Try this one.[join [lrange [split [file dirname [knob root.name]] "/"] 0 end-1] "/"]Change "end-1" to end-2, end-3, and so on to go back on the directory structureHoward,Hmm... That just seems to append /../ to the path and doesn't actually perform the change directory command... Unless I'm missing something.Thanks,RichOn Apr 26, 2012, at 9:14 AM, Howard Jones wrote:[file dirname [value root.name]]/../to be more precise HowardFrom: Howard Jones <mrhowardjo...@yahoo.com>To: Nuke user discussion <nuke-users@support.thefoundry.co.uk> Sent: Thursday, 26 April 2012, 14:11Subject: Re: [Nuke-users] Write node - TCL directory navigation question[file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think HowardFrom: Rich Bobo <richb...@mac.com>To: Nuke-Users Mailing List <nuke-users@support.thefoundry.co.uk> Sent: Thursday, 26 April 2012, 13:57Subject: [Nuke-users] Write node - TCL directory navigation questionHi,Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory:[file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there...Thanks for any help!RichRich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users--**Magno Borgowww.borgo.tvwww.boundaryvfx.com___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Write node - TCL directory navigation question
Try this one. [join [lrange [split [file dirname [knob root.name]] "/"] 0 end-1] "/"]Change "end-1" to end-2, end-3, and so on to go back on the directory structureHoward,Hmm... That just seems to append /../ to the path and doesn't actually perform the change directory command... Unless I'm missing something.Thanks,RichOn Apr 26, 2012, at 9:14 AM, Howard Jones wrote:[file dirname [value root.name]]/../to be more precise HowardFrom: Howard JonesTo: Nuke user discussion Sent: Thursday, 26 April 2012, 14:11 Subject: Re: [Nuke-users] Write node - TCL directory navigation question [file dirname [value root.name]]/../ [file tail [value root.name]] should do it I think HowardFrom: Rich Bobo To: Nuke-Users Mailing List Sent: Thursday, 26 April 2012, 13:57 Subject: [Nuke-users] Write node - TCL directory navigation question Hi,Does anyone know how to indicate a relative directory change in TCL? In a Write node, I'd like to designate the directory to write files to that is parallel to the one the script is in. I'm using this typical form to get the current script directory:[file dirname [file tail [value root.name]]] Then, I'd like to do the equivalent of 'cd ../different_dir'. So, I'd like to have a (hopefully short) chunk of code that would a) grab the script's current directory, b) navigate up one directory and c) indicate the parallel directory to write the files to. Should be easy - I just don't know if it's possible with TCL or if I have to combine some Python in there...Thanks for any help!Rich Rich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/ ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___Nuke-users mailing listNuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings
type help('_curvelib') on script editor and run to find out the attributes. ltt = lifetime opc = opacity and so on. Hi Alex, you have to do it like this (for lifetime, for example). They should really change the way this works, I have a bug id for it: bug #10544 nuke.knobDefault("RotoPaint.toolbox", '''clone { { brush ltt 0} { clone ltt 0} { blur ltt 0} { sharpen ltt 0} { smear ltt 0} { eraser ltt 0} { reveal ltt 0} { dodge ltt 0} { burn ltt 0} }''') On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson wrote: hello, Is there a straight forward way of setting the tool bar knobDefaults on create for the RotoPaint node? ie nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05') nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all') obviously don't work or I'm missing something.. also not sure what the expression would be if I wanted it to apply these settings only under certain paint tools inside of the roto paint node. ie clone and the eraser tool gets set to : opacity = .05 lifetime = all other tools get left at their default state of single frame and 1 opacity. thanks, ___ 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 -- ** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] how do i get nuke to say "Render Complete"
I missing? ** ** ** ** Regarding the framepadding, maybe I'm misunderstanding you, but I don't think that's quite what I'm after. ** ** In the python script I have to numerical values, frame number & version number. I use str(nuke.frame()) to get the frame number, so assuming I'm at frame 45 printing nuke.frame() = 45. However, I want it to use, at least four digits, so 45 should be 0045.*** * The same applies for the version number, which I want to be three digits. ** ** I know I can write filname_.dpx in the writenode, but again, that's not really what I'm after ** ** ** ** ** ** I have already looked at nuke.sample, but there doesn't seem to be a way to fetch the already sampled pixels (shift + ctrl + mouse drag in viewer) having to manually type in x & y coordinates isnt really worth it for me. ** ** Again, a huge thanks for you help, I really appreciate it. ** ** On Thu, Mar 29, 2012 at 4:35 PM, Diogo Girondi wrote: To get just the filename you can do something like: ** ** Import os print os.path.basename( nuke.Root().name() ) ** ** Or ** ** nuke.Root().name().split('/')[-1] ** ** You can replace the / for os.sep() ** ** For the TypeError you can simply do int(version)+1 assuming the version variable is assigned to a numerical character. ** ** To use padded sequences just format your filename string correctly using either or %04d, I suggest you stick with %04d though. ** ** To sample RGBA data look into nuke.sample on the docs. ** ** ** ** Cheers, Diogo On 29/03/2012, at 11:14, Jon Wesstr?m wrote: I'm still very new to python/nuke scripting, so these questions might be dumb, but I'm getting tired of not being able to solve them. ** ** I'm working on a tool that makes it easy to make breakdowns of a script, you basically select a node, press a button, and nuke renders out a frame. ** ** That part of the tool is done, but I'm getting stuck on all the stuff that is generating the filename ** ** 1: When pressing the renderbutton, the script spawns a writenode, puts text in the file knob, renders the frame and then is deleted ( .removeAfterFrameRender(nuke.delete(nuke.toNode('FrameRender'))) ) ** ** That works fine, but I would also like to add an increment to the filename, so I figured this would work: nuke.removeAfterFrameRender(version = version + 1), but it gives me this error: TypeError: cannot concatenate 'str' and 'int' objects. I have tried a bunch of different ways to solve it, but nothing is working. ** ** 2: Is there a way to force python/nuke to display number using a set amount of increments? Ex: I would prefer the frame do be written as 0015 in the filename, and not 15. ** ** 3: Is there a way to access the name of the script? I know you can write nuke.root().knob('name').getValue(), but that outputs not only the name, but also the entire filepath. 4: Not related to this, but is there any way to access the rgba data that the viewer sampler samples? Would like a stickynote that, when created writes down the currently sampled colors in RGBA. If you would like to take a look at the entire script: http://slexy.org/view/s2gqT5q5Sq Any help is greatly appreciated /Jon Wesstr?m ___ 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 ** ** ___ 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 -- next part -- An HTML attachment was scrubbed... URL: http://support.thefoundry.co.uk/cgi-bin/mailman/private/nuke-users/attachments/20120330/feac781c/attachment-0001.htm -- ___ 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 End of Nuke-users Digest, Vol 49, Issue 29 ** ___ 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 -- ** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] Gathering roto values to drive a tracker
Yes, via python.I've created a script recently that does that. :)http://www.nukepedia.com/gizmos/bakerotoshapestotrackers/ Hi there,Is there a way to link the translate and rotation values of a single point of a roto shape to a tracker on nuke? I want to gather the rotation and translation of 2 points of a roto shape and use that information to drive a tracker.Any help will be appreciated Cheers,César Rodríguez B. Visual Effects Artist -- Quote of the week... "An elderly man was trying to find a place to sit and observe the Olympic Games, as he went to each section. All the other Greeks laughed as he tried to make his way through. Some ignored him. Upon entering the Spartan section all the Spartans stood and offered the elderly man their seats. Suddenly the entire stadium applauded. All the Greeks knew what was the right thing to do, but the Spartans were the only ones who did it."Xenophon -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
[Nuke-users] Python: Identifying shapes, stroke and layers
Hi! Python question for the experts:Is there an attribute that will tell me if the element inside a rotopaint node is a Shape, Stroke, or Layer?I'm using the number of attributes to identify them, i.e Layers have (0-11) attributes , Shapes (42-44) and etc. The problem is that I'm dealing with shapes imported from a variety of softwares (Mocha, Silhouette)and sometimes the imported shapes have a weird number of attributes, making this method problematic.-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] OT: Free replacement to Shotgun
Try Shotrunner.com , not free but not as expensive as Shotugun.Hi all,I remember a while back there was a discussion here about production tracking software. A lot of people use Shotgun, and it is indeed a great tool. Unfortunately, I am stepping into two productions that can't even afford that, and I remember somebody in this forum linking to a free open source tool that can be used to track a production. Anyone remembers what I'm talking about?Thanks all!Ron Ganbaremail: ron...@gmail.comtel: +44 (0)7968 007 309 [UK] +972 (0)54 255 9765 [Israel]url: http://ronganbar.wordpress.com/ -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] SplineWarp python question
Amazing, many thanks. I knew it was something simple that I was missing. On 04/01/2012 15:27, Magno Borgo wrote: Like this: *** import nuke.rotopaint as rp SplineWarpNode = nuke.createNode('SplineWarp3') curvesKnob = SplineWarpNode['curves'] shape = rp.Shape(curvesKnob) ^ \- this is the problem *** shape gives: TypeError: argument 1 must be (unspecified), not _splinewarp.SplineKnob Unfortunately the error message is most unhelpful here though. I know that rotopaint node uses _rotopaint.RotoKnob and when i try shape = rp.Shape(curvesKnob)on a roto node it works. So which method should i use to create shapes inside a SplineKnob? You are mixing the rotopaint and splinewarp Python bindings. While they reuse code, they have different runtime objects. To make it work, import the splinewarp module instead of rotopaint, like so: import nuke.splinewarp as sw then you can do: shape = sw.Shape(curvesKnob) And for the rest of the code keep in mind that you shouldn't mix the splinewarp and rotopaint modules. HTH, Wouter -- ****** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] SplineWarp python question
Like this: *** import nuke.rotopaint as rp SplineWarpNode = nuke.createNode('SplineWarp3') curvesKnob = SplineWarpNode['curves'] shape = rp.Shape(curvesKnob) *** shape gives: TypeError: argument 1 must be (unspecified), not _splinewarp.SplineKnob I know that rotopaint node uses _rotopaint.RotoKnob and when i try shape = rp.Shape(curvesKnob)on a roto node it works. So which method should i use to create shapes inside a SplineKnob? Thanks in advance, Magno Hi Magno, could you send some of the Python you've been trying? Thanks, Wouter On 03/01/2012 16:45, Magno Borgo wrote: Another question on the same subject. Is it possible to create Shapes inside spline warp nodes via Python scripting? Because i'm trying to apply some of the rotopaint python exemples on the node and its not working. What I'm missing? Magno. Hi all, The way source and destination curves work will change for the next major version of Nuke, but in 6.3 the source and destination are essentially the same curve, similar to Roto and it's feather curve. (Hence the awkward naming..) Regards, Wouter -- Sent from my HP Pre3 -------- On 15 Dec 2011 01:28, Magno Borgo wrote: Yeah the naming was not helping! Thanks Ivan, that was exactly what i needed. Magno. Each control point has both the source and destination attributes. The confusing part is that the naming of those attributes makes more sense for a standard roto shape. So, your source curve is: controlPoint.center and the dest curve is: controlPoint.featherCenter Also, if you're getting the position data out of each attribute, keep in mind that the dest points are stored as an offset relative to the src point, instead of an absolute position. Have a look at the output of this: node = nuke.selectedNode() curves = node['curves'] sourcecurve = curves.toElement('Bezier1') for p in sourcecurve: print p.center.getPosition(nuke.frame()), p.featherCenter.getPosition(nuke.frame()) Hope that helps. Cheers, Ivan On Wed, Dec 14, 2011 at 4:21 PM, Magno Borgo mailto:mag...@pop.com.br>> wrote: Hello! I trying to figure out how to access the *control points *of the***destination* curves of the SplineWarp node via python. The points of the source curves are easy: node = nuke.selectedNode() curves = node['curves'] sourcecurve = curves.toElement('Ellipse1') With sourcecurve[0], sourcecurve[1], etc i can access each control point. Any help? -- ** Magno Borgo www.borgo.tv <http://www.borgo.tv> www.boundaryvfx.com <http://www.boundaryvfx.com> ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk <mailto:Nuke-users@support.thefoundry.co.uk>, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ****** Magno Borgo www.borgo.tv www.boundaryvfx.com -- ** Magno Borgo www.borgo.tv www.boundaryvfx.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 -- ** Magno Borgo www.borgo.tv www.boundaryvfx.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
Re: [Nuke-users] SplineWarp python question
Another question on the same subject. Is it possible to create Shapes inside spline warp nodes via Python scripting? Because i'm trying to apply some of the rotopaint python exemples on the node and its not working.What I'm missing?Magno.Hi all,The way source and destination curves work will change for the next major version of Nuke, but in 6.3 the source and destination are essentially the same curve, similar to Roto and it's feather curve. (Hence the awkward naming..)Regards, Wouter-- Sent from my HP Pre3On 15 Dec 2011 01:28, Magno Borgo wrote: Yeah the naming was not helping! Thanks Ivan, that was exactly what i needed. Magno.Each control point has both the source and destination attributes. The confusing part is that the naming of those attributes makes more sense for a standard roto shape.So, your source curve is:controlPoint.center and the dest curve is:controlPoint.featherCenterAlso, if you're getting the position data out of each attribute, keep in mind that the dest points are stored as an offset relative to the src point, instead of an absolute position. Have a look at the output of this: node = nuke.selectedNode() curves = node['curves'] sourcecurve = curves.toElement('Bezier1') for p in sourcecurve: print p.center.getPosition(nuke.frame()), p.featherCenter.getPosition(nuke.frame()) Hope that helps.Cheers,IvanOn Wed, Dec 14, 2011 at 4:21 PM, Magno Borgo <mag...@pop.com.br> wrote: Hello!I trying to figure out how to access the control points of the destination curves of the SplineWarp node via python. The points of the source curves are easy: node = nuke.selectedNode()curves = node['curves'] sourcecurve = curves.toElement('Ellipse1') With sourcecurve[0], sourcecurve[1], etc i can access each control point. Any help? -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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 -- **Magno Borgowww.borgo.tvwww.boundaryvfx.com-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Separate Silhouette layers into separate Roto nodes
You can also now create custom "exporters" inside Silhouette with Python, there's an example on Silhouette Exemples/Actions folder that is half way what you need, you just need to adjust it to export individual nuke files from each of the Layers.Magno.as of silhouette 4.3, you can export the layers from silhouette into individual nodes like you are saying.I know you were looking for a Nuke side answer, but if you still have access to the silhouette source files, then there ya go! otherwise there's nothing that exists (that I've come across) that will do the split on the Nuke side, but it's usually easy enough to cut & paste. I know if you have billion layers it could conceivably get pretty hairy. On Mon, Jan 2, 2012 at 12:32 AM, Jud Prattwrote: Hi everyone! Does anyone know if there is a script out in the wild that will let me import roto shapes out of Silhouette and then separate out the individual layers into their own roto nodes? In other words... take what imports as a single roto node such as: Layer A roto roto roto Layer B roto roto roto Layer C roto roto roto and separate those out into 3 individual roto nodes instead of just one roto node with all 3 layers. I'd like to be able to import the roto that was done without having to separate the pieces out by hand as there are sometimes a lot of layers to contend with. If there's not a script already... a pointer in the right direction to help me roll my own would certainly be appreciated! Thanks! --Jud Pratt j...@judpratt.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 -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] Import boujou target tracks
I don't use Boujou, but http://tracksperanto.guerilla-di.org/ can do the conversion for you if it doesn't import directly into Nuke. Hi, If we export the target tracks from Boujou 5.1 as a text file is it possible to import these to nuke as 2D tracks? Thanks, AH -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
Re: [Nuke-users] SplineWarp python question
Yeah the naming was not helping! Thanks Ivan, that was exactly what i needed. Magno.Each control point has both the source and destination attributes. The confusing part is that the naming of those attributes makes more sense for a standard roto shape.So, your source curve is:controlPoint.center and the dest curve is:controlPoint.featherCenterAlso, if you're getting the position data out of each attribute, keep in mind that the dest points are stored as an offset relative to the src point, instead of an absolute position. Have a look at the output of this: node = nuke.selectedNode() curves = node['curves'] sourcecurve = curves.toElement('Bezier1') for p in sourcecurve: print p.center.getPosition(nuke.frame()), p.featherCenter.getPosition(nuke.frame()) Hope that helps.Cheers,IvanOn Wed, Dec 14, 2011 at 4:21 PM, Magno Borgo <mag...@pop.com.br> wrote: Hello!I trying to figure out how to access the control points of the destination curves of the SplineWarp node via python. The points of the source curves are easy: node = nuke.selectedNode()curves = node['curves'] sourcecurve = curves.toElement('Ellipse1') With sourcecurve[0], sourcecurve[1], etc i can access each control point. Any help? -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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 -- **Magno Borgowww.borgo.tvwww.boundaryvfx.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
[Nuke-users] SplineWarp python question
Hello!I trying to figure out how to access the control points of the destination curves of the SplineWarp node via python.The points of the source curves are easy: node = nuke.selectedNode()curves = node['curves'] sourcecurve = curves.toElement('Ellipse1') With sourcecurve[0], sourcecurve[1], etc i can access each control point.Any help?-- **Magno Borgowww.borgo.tvwww.boundaryvfx.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