Re: [Nuke-users] pulling off a pane freezes nuke

2016-05-20 Thread Ryan O'Phelan
Solution: nvidia drivers 365.10 cause the error.

Updating to 365.19 solves the issue. Panels do not freeze when pulling them
off the GUI.


Ryan



On May 19, 2016 3:48 AM, "NukeUserML"  wrote:

> The same here, nuke 9.0.v8, dual screen setup (fullscreen), windows 7
> machines and Nvidia cards.
> Really ugly thing, when working with floating panels like me, because then
> it happens alot in a day (most often, when changing values in knobs).
>
> Didn't know that it is known that well and already logged.
>
> Hope it is fixed in 10.
>
> markus
>
> /
> markus gratl
> vfx-artist / sv
> hamburg / germany
>
> Am 18.05.2016 um 23:53 schrieb Henrik Cednert :
>
> Yes. An old sucker that's been around for ages. Unless someone at support
> hasn't deleted the ticket/bugID it should be logged.
>
> Been discussed with dev's in beta as well. The most common config where it
> have been seen is something like:
> Windows (7 and 8. Not heard about 10. Think someone had it in *nix as well)
> Nvidia GPU and drivers
> Dual screen setup
>
> Don't think anyone have had it in single screen setup...?
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> Cell +46 (0)704 71 89 54
> www.filmlance.se
>
> On 13 May 2016, at 23:28, Ryan O'Phelan  wrote:
>
> I was looking around for a post about this, but couldn't find any.
>
> I just got a GTX 980ti card, and noticed that when I pull a pane off of
> the GUI, the Nuke GUI freezes. I have to CTRL-ALT-DEL then ESC and then the
> GUI returns. I've seen this issue before, but I don't know how to fix it.
>
> I'm pretty sure my card drivers are up to date (version 365.10), since I
> just installed it yesterday.
>
> Any ideas?
>
> Thanks,
> Ryan
>
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Re: [Nuke-users] pulling off a pane freezes nuke

2016-05-16 Thread Ryan O'Phelan
Thanks guys. I'm going to try some different drivers and test. I'll report
back.

Ryan
On May 16, 2016 2:32 AM, "Fredrik Averpil" 
wrote:

> I've seen this on a number of occasions. We're on Nvidia cards. Not sure
> if I've seen this in Nuke 10 yet though.
>
>
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Re: [Nuke-users] pulling off a pane freezes nuke

2016-05-13 Thread Ryan O'Phelan
https://www.thefoundry.co.uk/products/nuke/sys-reqs/

They specify this one. Maybe I'll try that.
NVIDIA Driver 340.x

On Fri, May 13, 2016 at 5:52 PM, Randy Little 
wrote:

> What are the supported drivers for nuke?
> On May 13, 2016 17:28, "Ryan O'Phelan"  wrote:
>
>> I was looking around for a post about this, but couldn't find any.
>>
>> I just got a GTX 980ti card, and noticed that when I pull a pane off of
>> the GUI, the Nuke GUI freezes. I have to CTRL-ALT-DEL then ESC and then the
>> GUI returns. I've seen this issue before, but I don't know how to fix it.
>>
>> I'm pretty sure my card drivers are up to date (version 365.10), since I
>> just installed it yesterday.
>>
>> Any ideas?
>>
>> Thanks,
>> Ryan
>>
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[Nuke-users] pulling off a pane freezes nuke

2016-05-13 Thread Ryan O'Phelan
I was looking around for a post about this, but couldn't find any.

I just got a GTX 980ti card, and noticed that when I pull a pane off of the
GUI, the Nuke GUI freezes. I have to CTRL-ALT-DEL then ESC and then the GUI
returns. I've seen this issue before, but I don't know how to fix it.

I'm pretty sure my card drivers are up to date (version 365.10), since I
just installed it yesterday.

Any ideas?

Thanks,
Ryan
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Re: [Nuke-users] Camera "Read from File" scripting issues

2016-03-07 Thread Ryan O'Phelan
I see from the docs that forcevalidate updates that node's hash. Does this
bake it copy keys from the alembic to the cam node too? How is it editable
after?

R
Works like a charm!!
Thanks!



> Ben Dickson  hat am 2. März 2016 um 13:46
geschrieben:
>
>
> Try cam.forceValidate() after setting read_from_file to True
>
> On 02/03/16 23:04, Thomas Volkmann wrote:
> > Hi,
> > I want to load an Alembic camera via script and disable 'read from file'
> > straight away, so that I can change values for 'near' and 'far'.
> > Problem is, that Nuke doesn't read in the Alembic file when I disable
> > 'read_from_file' within the same script.
> > Basically I do:
> >
> > 1. cam = nuke.toNode("Camera")
> >
> > 2. cam.knob('file').setValue()
> >
> > 3. cam.knob('read_from_file').setValue(True)
> >
> > 4. cam.knob('read_from_file').setValue(False)
> >
> > Steps 2 and 3 are interchangeable, the result is the same: I don't get
> > the animation curves
> >
> > Any ideas for a workaround? Otherwise the user will just have to run a
> > second script afterwards..
> >
> > cheers,
> >
> > Thomas
> >
> >
> >
> > ___
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>
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> rising sun pictures | www.rsp.com.au
>

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Re: [Nuke-users] Nuke Studio Performance

2016-02-22 Thread Ryan O'Phelan
After testing a few options out, I got a much better performance after
simply removing quicktime from my inputs, meaning that I converted
quicktimes to image sequences, and created separate audio. After that, the
cuts do make the render slower, but the comp remains fast enough to be
practical. It seems, just like Nuke, Nuke Studio should just use frames.

Ryan

On Mon, Feb 22, 2016 at 1:36 PM, Morgan Prêleur  wrote:

> Hello Henrik,
> A little follow-up because we are also experiencing frustrating
> perf/timeline issues, even on medium-sized projects (<30 comp), what is
> that Hiero workflow you are advocating for, how is it different from the
> comp container process?
>
> Cheers,
> Morgan
>
> Le 22 févr. 2016 à 19:31, Deke Kincaid  a écrit :
>
> Henrik Cednert
>
>
>
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Re: [Nuke-users] Nuke Studio Performance

2016-02-22 Thread Ryan O'Phelan
Hi guys,
I'm using NS 9.0v8 on Windows 7.
I'm rendering an h264 (multipass) half-size edit right now. It's simply an
h264 previs chopped up in to 20 shots, with audio. It's about 90 seconds
long. There are some burn-ins, and one text node with a very simple
expression [expr [value frame]-240].

Strangely, when I render, the mouse blinks with an hour glass, and it's
taking much much longer to render than any other render that I've done in
the past.

Any tips?

Thanks,
Ryan

On Tue, Jan 5, 2016 at 11:30 AM, Henrik Cednert  wrote:

> Aaah. Personally I don't use comp containers. I never fancied that
> workflow and had performance issues with it when it came out. Still using
> the Hiero workflow here.
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> Cell +46 (0)704 71 89 54
> www.filmlance.se
>
> On 04 Jan 2016, at 19:07, Ned Wilson  wrote:
>
> Henrik,
>
> I’ve found that having comp containers in a timeline, especially a lot of
> them, like, more than 50, produces disastrous results. My workaround was to
> disable the comp container track, and to create a new track above it that
> just contains the rendered frames.
>
> I have gone back and forth with Foundry support on this since the Nuke
> Studio beta in 2014. It has been pretty frustrating with a lot of ‘we can’t
> duplicate this on our end’ and ‘send us footage that we can test with’.
> Disabling thumbnails is a decent work-around (thanks, Deke) and I think
> that combined with mine, it should ease your performance issues somewhat.
>
> -n
>
> On Dec 18, 2015, at 1:42 PM, Henrik Cednert  wrote:
>
> What Deke said! =)
>
> I did use those env var’s when troubleshooting this when we used Hiero,
> like two years back. Didn’t solve all my problems though, but it might have
> been a multilayered issue and that the thumbs only was one part of it. Will
> try those again after christmas and see how it goes.
>
> What puzzles me is how not every single programmer can be assigned to fix
> these fundamental flaws that’s been in the app from day one. And that time
> instead is spent on implementing new stuffs (…that eventually will be
> abandoned in a half working state).
>
> Sorry if I sound pessimistic in this thread. Guess it’s more a huge
> sadness then anything else. I know what nS  could be and the potential
> that’s there. I just don’t understand why it’s not taken to those heights.
> =( If they don’t fix this and the other fundamental flaws in nX/nS10 i’d
> say it’s pretty much over. At least for me. Not that they or any one else
> cares, but still…
>
> Cheers
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> www.filmlance.se
>
> On 18 dec 2015, at 21:04, Deke Kincaid  wrote:
>
> Another thing you can do to speed things up is disable thumbnail
> generation.  They are god awfully slow, especially on quicktimes.  Also for
> whatever reason I think it still runs in the main thread so they have to
> all generate for all your bins before you can do anything.  The caching of
> the thumbnails is really poor.  Again, maybe bad memory but I it feels like
> it either regenerates them every time you open a session(whether they or
> cached or not) or for some reason it has to stat every single file in the
> main thread which takes equally as long.
>
> HIERO_DISABLE_THUMBNAILS
> HIERO_DISABLE_THUMBNAILS_CACHE
>
> Working on a long project in Hiero makes me beat my head against the
> table.  I wish Resolve was scriptable.  The NS timeline is fairly easy to
> automate but really slow to use and really horrible with quicktimes or you
> have Resolve which is super fast and it actually supports modern file
> formats but is completely manual.  Both of them have horrible color
> management tools as you have to resort to the nodegraph in both to do any
> real color work.  I wish there was something in between.
>
>
> On Thu, Dec 17, 2015 at 1:10 AM, Igor Majdandzic <
> subscripti...@badgerfx.com> wrote:
>
>> This reflects pretty much my experience so far. Thanks for this
>> conscience rundown.
>>
>>
>> Am 16.12.2015 um 08:23 schrieb Henrik Cednert:
>>
>> Yes. We use it, or rather try to use it, for long form and 45-60 min
>> episodicals. The quicker you accept that it's not usable for this the
>> better of you are. Sadly. They say that nS10 will improve this enormously
>> but today it's a disaster. It's been like this for day one and I and others
>> have loudly complained but without luck so far. Please send your experience
>> to support so they can log it and so that these issues are up voted.
>>
>> Some people have resorted to work in reels instead of whole timelines.
>> That's not something I'll ever do though. Wouldn't fit my working style and
>> would only mean. I would have 4 projects open at the same time, which
>> wouldn't help.
>>
>> A few of my "workarounds":
>> * only conform the VFX shots. Never conform the whole timeline. If needed
>> for review, conform a few shots before and after VFX.
>>
>> * never copy all cuts 

Re: [Nuke-users] Aliased edges with stMap?

2016-02-17 Thread Ryan O'Phelan
Wow, that would be a great solution. I suppose the alternative is to do
each object UV separately and then comp them after the STmap.

R

On Wed, Feb 17, 2016 at 6:24 PM, Frank Rueter|OHUfx  wrote:

> Slightly OT but somewhat related (especially to Ryan's post):
> This is why a DeepUVMap node would be great. With that you can render deep
> ST maps from whatever software and have high quality STMap workflow in Nuke
> without any aliasing in areas where geo overlaps itself.
>
>
>
> On 18/02/16 12:15 pm, Ryan O'Phelan wrote:
>
> Maybe there's anti-aliasing on the edges? If we use UV maps, we make sure
> there is no filter when rendered, or you will get junk on the edges.
>
> On Wed, Feb 17, 2016 at 5:52 PM, Daniel Stein <
> daniel.st...@thefoundry.co.uk> wrote:
>
>> What image format are you using? Mocha Pro will output 32-bit float
>> distortion maps as long as you write to a format that supports it. I know
>> Mocha supports tif/dpx for sure which would both work, I'd choose exr if it
>> was available but haven't used Mocha in quite a while.
>>
>> The loss of precision at 16-bit may not seem like a big deal but it
>> nearly always causes artifacts.
>>
>> Ripped straight from Imagineer systems documentation:
>>
>> Distortion maps must be 32 bit floats, so TIF or DPX will be the best
>>> options
>>>
>>
>> On 17 February 2016 at 16:40, Nick Guth < 
>> nick.g...@gmail.com> wrote:
>>
>>> I've tried centering inside of mocha using it's 'calibrate center'
>>> method, but it didn't seem to affect the image. Offsetting in nuke does
>>> make it a tiny bit smoother, but I think that's because the image is being
>>> filtered by the transform. Hmm.
>>>
>>> On Wed, Feb 17, 2016 at 1:19 PM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com>
>>> wrote:
>>>
>>>> 16-bit does have a few bits less of precision (pun intended), but I
>>>> wouldn't think it would cause aliasing. I haven't used mocha extensively,
>>>> so I can only guess. It's not one of those cases where you have offset X
>>>> and Y by 0.5 pixels or something?
>>>> Den 17 feb 2016 8:49 em skrev "Nick Guth" :
>>>>
>>>>> Mocha seems to kick out 16bit distortion maps and I don't see any
>>>>> options to up that 32bit. When I'm using the maps in nuke I get really 
>>>>> hard
>>>>> aliased edges. Blurring the map 3 pixels seems to help a little.
>>>>>
>>>>> Anyone have luck with smooth transitions from mocha distortion maps?
>>>>>
>>>>> ___
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>>>>
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>>>
>>>
>>>
>>> --
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>>> motion . composite . design
>>> www.nickguth.com
>>>
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>>
>>
>>
>>
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>
>
>
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Re: [Nuke-users] Aliased edges with stMap?

2016-02-17 Thread Ryan O'Phelan
Maybe there's anti-aliasing on the edges? If we use UV maps, we make sure
there is no filter when rendered, or you will get junk on the edges.

On Wed, Feb 17, 2016 at 5:52 PM, Daniel Stein  wrote:

> What image format are you using? Mocha Pro will output 32-bit float
> distortion maps as long as you write to a format that supports it. I know
> Mocha supports tif/dpx for sure which would both work, I'd choose exr if it
> was available but haven't used Mocha in quite a while.
>
> The loss of precision at 16-bit may not seem like a big deal but it nearly
> always causes artifacts.
>
> Ripped straight from Imagineer systems documentation:
>
> Distortion maps must be 32 bit floats, so TIF or DPX will be the best
>> options
>>
>
> On 17 February 2016 at 16:40, Nick Guth  wrote:
>
>> I've tried centering inside of mocha using it's 'calibrate center'
>> method, but it didn't seem to affect the image. Offsetting in nuke does
>> make it a tiny bit smoother, but I think that's because the image is being
>> filtered by the transform. Hmm.
>>
>> On Wed, Feb 17, 2016 at 1:19 PM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> 16-bit does have a few bits less of precision (pun intended), but I
>>> wouldn't think it would cause aliasing. I haven't used mocha extensively,
>>> so I can only guess. It's not one of those cases where you have offset X
>>> and Y by 0.5 pixels or something?
>>> Den 17 feb 2016 8:49 em skrev "Nick Guth" :
>>>
 Mocha seems to kick out 16bit distortion maps and I don't see any
 options to up that 32bit. When I'm using the maps in nuke I get really hard
 aliased edges. Blurring the map 3 pixels seems to help a little.

 Anyone have luck with smooth transitions from mocha distortion maps?

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>>>
>>> ___
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>>
>>
>>
>> --
>> Nick Guth
>> motion . composite . design
>> www.nickguth.com
>>
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>
>
>
>
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Re: [Nuke-users] opentype fonts in Nuke Studio

2015-11-20 Thread Ryan O'Phelan
Support did get back to me with a new bug. Evidently, Nuke only checks for
lower case extensions (.oft vs .OFT)
So if you guys run into this issue again, just rename your fonts with lower
case extensions.

Thanks support!
Ryan


On Thu, Nov 5, 2015 at 10:06 AM, Joel Byrne  wrote:

> Hey, Ryan.
>
> Hmmm, I wonder if Nuke needs a restart to pick it up? Yeah, Support is
> definitely the way to go for this.
>
> Joel.
>
> On Thu, Nov 5, 2015 at 2:45 PM, Ryan O'Phelan  wrote:
>
>> Thanks Joel,
>> I definitely tried deleting the cache, and rescanning the font
>> directories. I think there's something about this font that the nuke font
>> reader won't acknowledge.
>>
>> Can I send the font to support for a closer look?
>>
>> Ryan
>> On Nov 4, 2015 6:36 AM, "Joel Byrne"  wrote:
>>
>>> Hi, Ryan.
>>>
>>> I think you might need to re-scan the font folder by calling
>>> *nuke.rescanFontFolders()* in the Script Editor after deleting the font
>>> cache.
>>>
>>> Joel.
>>>
>>> On Wed, Nov 4, 2015 at 12:12 AM, Ryan O'Phelan 
>>> wrote:
>>>
>>>> Hi guys,
>>>> I have a family of Open Type fonts installed in my system fonts called
>>>> Gotham HTF(OpenType Layout, Postscript Outlines. version 001.000).
>>>>
>>>>  I'm pretty sure that there's nothing wrong with the font since it
>>>> loads in all other apps, including notepad, and After Effects.
>>>>
>>>> In Nuke Studio, other Open type fonts load fine, but not this font.
>>>>
>>>> I read this:
>>>>
>>>> http://help.thefoundry.co.uk/nuke/8.0/content/user_guide/effects/fonts_properties.html
>>>>
>>>> When I remove a different font, say "Verlag", it remains in the Nuke
>>>> font list. This is strange, since it's not currently in my font directory.
>>>> I deleted the fontmapping.fcache.xml in the nuke temp directory.
>>>> Restarted Nuke, and saw it create a new one. Verlag shows up in the font
>>>> list. This is pretty strange.
>>>>
>>>> I set the project font path to the actual directory with the fonts. No
>>>> dice.
>>>>
>>>> Since there is another font called Gotham in the fonts folder, I
>>>> removed that one completely, and tried to add Gotham HTF. Gotham still
>>>> shows up in the list, and Gotham HTF does not.
>>>>
>>>> System info:
>>>> Nuke studio 9.0v7 (run from server)
>>>> Windows 7
>>>>
>>>>
>>>> Can anyone help me out?
>>>> Thanks,
>>>> Ryan
>>>>
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>>>
>>>
>>>
>>> --
>>> Joel Byrne
>>> Technical Author
>>> *The Foundry*.
>>> 5 Golden Square
>>> London, W1F 9HT
>>> Telephone: +44(203) 434 3190
>>> Web: www.thefoundry.co.uk
>>>
>>> The Foundry Visionmongers Ltd.
>>> Registered in England and Wales No: 4642027
>>>
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>>
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>>
>
>
>
> --
> Joel Byrne
> Technical Author
> *The Foundry*.
> 5 Golden Square
> London, W1F 9HT
> Telephone: +44(203) 434 3190
> Web: www.thefoundry.co.uk
>
> The Foundry Visionmongers Ltd.
> Registered in England and Wales No: 4642027
>
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Re: [Nuke-users] Auto-create directories via Write node - Python"before render"?

2015-11-12 Thread Ryan O'Phelan
Hi guys,
How can I implement solutions like this in Hiero or Nuke Studio?
I'm looking to include a bit of python into the "before render" of a write
node generated by the export process.

If you make a comp node, and then version it up, so that it would be
rendering to a non-existent directory (ie. SHOT010_comp_v02)
If you render this in the timeline, it will *error *because it can't make
that new directory.

Thanks,
Ryan

On Fri, Apr 27, 2012 at 9:40 PM, Nathan Rusch 
wrote:

> Not to beat a dead horse, but there are a couple other things that may be
> worth considering:
>
> 1) The views your node is trying to write may not match nuke.views().
> 2) If your code is running on a farm, there’s always the chance of
> collisions, even if you check for an existing directory, so it’s a good
> idea to handle EEXIST exceptions gracefully. If you wanted to go a step
> further, you could just skip the existence check altogether and simply try
> to create the directory, ignore an EEXIST exception if raised, and move on.
>
> Another take on the same:
>
> def createWriteDirs():
> import os
> import re
> baseDir = os.path.dirname(nuke.filename(nuke.thisNode()))
> viewTokenRE = re.compile(r'%V')
> if viewTokenRE.search(baseDir):
> nodeViews = nuke.thisNode()['views'].value().split()
> outDirs = [nuke.filenameFilter(viewTokenRE.sub(v, baseDir)) for v
> in nodeViews]
> else:
> outDirs = [nuke.filenameFilter(baseDir)]
> for outDir in outDirs:
> if not os.path.exists(outDir):
> print 'Creating output directory: %s' % outDir
> try:
> os.makedirs(outDir)
> except (OSError, IOError) e:
> # Don't choke if directory has been created since we
> checked.
> # This can be an issue with farm renders.
> import errno
> if e.errno != errno.EEXIST:
> raise
>
> -Nathan
>
>
> *From:* Bill Gilman 
> *Sent:* Friday, April 27, 2012 11:42 AM
> *To:* Nuke user discussion 
> *Subject:* Re: [Nuke-users] Auto-create directories via Write node -
> Python"before render"?
>
> Here's one for stereo work (works for non-stereo as well):
>
>
> def createWriteDir():
>  import nuke, os
>  import re
>  #view = nuke.thisView()
>  views = nuke.views()
>  file = nuke.filename(nuke.thisNode())
>  dir = os.path.dirname(file)
>  viewdirs = []
>  try:
>  if re.search('%V', dir).group():# replacing %V with view
> name
>  for v in views:
>  viewdirs.append(re.sub('%V', v, dir))
>  except:
>  pass
>  if len(viewdirs) == 0:
>  osdir = nuke.callbacks.filenameFilter(dir)
>  if not os.path.isdir(osdir):
>  os.makedirs (osdir)
>  else:
>  for vd in viewdirs:
>  osdir = nuke.callbacks.filenameFilter(vd)
>  if not os.path.isdir(osdir):
>  os.makedirs (osdir)
>  print 'Directory (with viewname) created: %s' % (osdir)
>
> nuke.addBeforeRender(createWriteDir)
>
>
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Re: [Nuke-users] opentype fonts in Nuke Studio

2015-11-05 Thread Ryan O'Phelan
Thanks Joel,
I definitely tried deleting the cache, and rescanning the font directories.
I think there's something about this font that the nuke font reader won't
acknowledge.

Can I send the font to support for a closer look?

Ryan
On Nov 4, 2015 6:36 AM, "Joel Byrne"  wrote:

> Hi, Ryan.
>
> I think you might need to re-scan the font folder by calling
> *nuke.rescanFontFolders()* in the Script Editor after deleting the font
> cache.
>
> Joel.
>
> On Wed, Nov 4, 2015 at 12:12 AM, Ryan O'Phelan 
> wrote:
>
>> Hi guys,
>> I have a family of Open Type fonts installed in my system fonts called
>> Gotham HTF(OpenType Layout, Postscript Outlines. version 001.000).
>>
>>  I'm pretty sure that there's nothing wrong with the font since it loads
>> in all other apps, including notepad, and After Effects.
>>
>> In Nuke Studio, other Open type fonts load fine, but not this font.
>>
>> I read this:
>>
>> http://help.thefoundry.co.uk/nuke/8.0/content/user_guide/effects/fonts_properties.html
>>
>> When I remove a different font, say "Verlag", it remains in the Nuke font
>> list. This is strange, since it's not currently in my font directory.
>> I deleted the fontmapping.fcache.xml in the nuke temp directory.
>> Restarted Nuke, and saw it create a new one. Verlag shows up in the font
>> list. This is pretty strange.
>>
>> I set the project font path to the actual directory with the fonts. No
>> dice.
>>
>> Since there is another font called Gotham in the fonts folder, I removed
>> that one completely, and tried to add Gotham HTF. Gotham still shows up in
>> the list, and Gotham HTF does not.
>>
>> System info:
>> Nuke studio 9.0v7 (run from server)
>> Windows 7
>>
>>
>> Can anyone help me out?
>> Thanks,
>> Ryan
>>
>> ___
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>>
>
>
>
> --
> Joel Byrne
> Technical Author
> *The Foundry*.
> 5 Golden Square
> London, W1F 9HT
> Telephone: +44(203) 434 3190
> Web: www.thefoundry.co.uk
>
> The Foundry Visionmongers Ltd.
> Registered in England and Wales No: 4642027
>
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Re: [Nuke-users] opentype fonts in Nuke Studio

2015-11-04 Thread Ryan O'Phelan
Thanks, I did that too, but nothing. At this point I'm resigned to believe
that there is something different and wrong with that font.

Ryan
On Nov 4, 2015 6:36 AM, "Joel Byrne"  wrote:

> Hi, Ryan.
>
> I think you might need to re-scan the font folder by calling
> *nuke.rescanFontFolders()* in the Script Editor after deleting the font
> cache.
>
> Joel.
>
> On Wed, Nov 4, 2015 at 12:12 AM, Ryan O'Phelan 
> wrote:
>
>> Hi guys,
>> I have a family of Open Type fonts installed in my system fonts called
>> Gotham HTF(OpenType Layout, Postscript Outlines. version 001.000).
>>
>>  I'm pretty sure that there's nothing wrong with the font since it loads
>> in all other apps, including notepad, and After Effects.
>>
>> In Nuke Studio, other Open type fonts load fine, but not this font.
>>
>> I read this:
>>
>> http://help.thefoundry.co.uk/nuke/8.0/content/user_guide/effects/fonts_properties.html
>>
>> When I remove a different font, say "Verlag", it remains in the Nuke font
>> list. This is strange, since it's not currently in my font directory.
>> I deleted the fontmapping.fcache.xml in the nuke temp directory.
>> Restarted Nuke, and saw it create a new one. Verlag shows up in the font
>> list. This is pretty strange.
>>
>> I set the project font path to the actual directory with the fonts. No
>> dice.
>>
>> Since there is another font called Gotham in the fonts folder, I removed
>> that one completely, and tried to add Gotham HTF. Gotham still shows up in
>> the list, and Gotham HTF does not.
>>
>> System info:
>> Nuke studio 9.0v7 (run from server)
>> Windows 7
>>
>>
>> Can anyone help me out?
>> Thanks,
>> Ryan
>>
>> ___
>> Nuke-users mailing list
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
>
> --
> Joel Byrne
> Technical Author
> *The Foundry*.
> 5 Golden Square
> London, W1F 9HT
> Telephone: +44(203) 434 3190
> Web: www.thefoundry.co.uk
>
> The Foundry Visionmongers Ltd.
> Registered in England and Wales No: 4642027
>
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[Nuke-users] opentype fonts in Nuke Studio

2015-11-03 Thread Ryan O'Phelan
Hi guys,
I have a family of Open Type fonts installed in my system fonts called
Gotham HTF(OpenType Layout, Postscript Outlines. version 001.000).

 I'm pretty sure that there's nothing wrong with the font since it loads in
all other apps, including notepad, and After Effects.

In Nuke Studio, other Open type fonts load fine, but not this font.

I read this:
http://help.thefoundry.co.uk/nuke/8.0/content/user_guide/effects/fonts_properties.html

When I remove a different font, say "Verlag", it remains in the Nuke font
list. This is strange, since it's not currently in my font directory.
I deleted the fontmapping.fcache.xml in the nuke temp directory. Restarted
Nuke, and saw it create a new one. Verlag shows up in the font list. This
is pretty strange.

I set the project font path to the actual directory with the fonts. No dice.

Since there is another font called Gotham in the fonts folder, I removed
that one completely, and tried to add Gotham HTF. Gotham still shows up in
the list, and Gotham HTF does not.

System info:
Nuke studio 9.0v7 (run from server)
Windows 7


Can anyone help me out?
Thanks,
Ryan
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Re: [Nuke-users] camera rigs for preViz [nuke]

2015-10-21 Thread Ryan O'Phelan
How can you build an ik rig in nuke? I would assume that you would build an
fk jib and dolly in nuke, but I'd rather use an ik.
I build my previs rigs in Maya, and then export cameras to nuke.

On a non-technical note, the mistake that  I find easy to make is to forget
about the acceleration of the dolly and tricky tracking pans. I try to make
the simplest moves possible, giving the dp some real world flexibility.

R
On Oct 21, 2015 8:12 AM, "adam jones"  wrote:

> hey all
>
> I know there is specific software out there for preViz but I was wonder if
> any one has built or how I would build some camera rig (replicate real
> world camera rigs)
>  to do preViz in nuke.
>
> dollys / jimmy gigs and the like.
>
> I am starting to build some inverse kinematic camera rigs, but why toil
> over some thing that has already been done, any one have any pointers or
> suggestion as to knowledge bases regarding this?
>
>
> regards
> -adam
>
>
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Re: [Nuke-users] Re: Data glitch effect in nuke

2015-07-13 Thread Ryan O'Phelan
That is my new favorite video, BTW.
On Jul 10, 2015 11:44 AM, "Peter Sidoriak"  wrote:

> We tried this on a Music Video I worked on.  One of the AE guys had a
> standalone (open source) program for this  I remember there was a strange
> caveat that it needed a specific java or something.  He was on a mac.  It
> worked on a sequence level, as it uses the previous shot.  The technique we
> used was called datamoshing….  We definitely couldn’t get anything that
> specific looking in nuke in any timely manner.  Maybe have a look at this.
> https://www.youtube.com/watch?v=tYytVzbPky8
>
> I don’t know what software he used but I can contact him if you can’t find
> a  suitable one.
>
> -Peter
>
>
> On Jul 10, 2015, at 8:36 AM, Michael Garrett 
> wrote:
>
> Motion estimation on hard cuts can be a nice part of the recipe. This can
> create some good tearing morphy transition effects.
> There was that Kanye West video from a few years ago that used it really
> effectively, also a Chairlift one.
> Is there some way of getting a rendered movie output of the iphone
> glitching apps?
>
> On 10 July 2015 at 04:27, Remco Consten  wrote:
>
>> PS: Above picture is a example of what the data glitch effect
>>
>> Op vr 10 jul. 2015 om 10:13 schreef Remco Consten :
>>
>>> Hello!
>>>
>>> has anyone ever made a data glitch effect in nuke? I stared working with
>>> Idistorting and a macroblock script I've found.
>>>
>>> The problem is that It just doesn't really gives me the desired effect.
>>>
>>>
>>>
>>>
>>> Any tips?
>>>
>>
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Re: [Nuke-users] save new version -> menu item

2015-06-01 Thread Ryan O'Phelan
I think the foundry should just include the mkdir functionality in write
nodes and have it as a toggle that you can set in the global defaults. I
would guess they are afraid of people mistakenly making thousands of
directories.

Ryan
On May 31, 2015 10:19 PM, "adam jones"  wrote:

> Hi all
>
> I am sure there must be a reason for it to be set up this way… BUT
>
> using the "save new version" menu Item is awesome and it also versions up
> your write node awesome but no folders are created for the new version you
> must do it manually…..
>
> yes yes yes I know there is a python script you can use to solve this
> issue but I am left with the impression that this is a loosely thought
> about feature its only half done??
>
> anyways
>
> -adam
>
>
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Re: [Nuke-users] Dimensions of Grid in 3D Viewport

2015-04-22 Thread Ryan O'Phelan
Just export Geo into maya and see. Maya defaults to cm.

R
On Apr 17, 2015 10:17 PM, "Diogo Girondi"  wrote:

> For what I know Nuke follows the SI convention and is metric in nature, so
> think in terms of km, m, cm and mm. And even though there is no fixed
> number established for what 1 3D unit translates to I usually work by the
> assumption that 1 unit is equivalent to 10 cm.
>
> On Fri, Apr 17, 2015 at 5:28 PM, Randy Little 
> wrote:
>
>> It seems to work best if you think of it in CM.
>>
>> Randy S. Little
>> http://www.rslittle.com/
>> http://www.imdb.com/name/nm2325729/
>>
>>
>>
>> On Fri, Apr 17, 2015 at 3:29 PM, Daniel Hartlehnert 
>> wrote:
>>
>>> Hi,
>>>
>>> i think it has no units. But i could be wrong.
>>>
>>>
>>> Am 17.04.2015 um 21:17 schrieb Igor Majdandzic:
>>>
>>> > Hello,
>>> > could somebody please shed some light what the units are in Nuke's 3D
>>> Viewport. Or point me to linke or something.
>>> > I thought I read about it, but search did not come up with anything.
>>> >
>>> > Thanks,
>>> >Igor
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>>
>>
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Re: [Nuke-users] roto offsets on card in 3d

2015-01-25 Thread Ryan O'Phelan
Thanks Tim,
If it were a moving roto, I would certainly roto the projected footage, but
in this case its a window.

The part that I'm missing is that it works fine with the default camera,
but not another camera. Maybe roto in 3d assumes a focal length, or
aperture/film back? I could probably test that. I just thought someone
might have a nice trick.

Ryan
On Jan 25, 2015 8:57 PM, "Tim BOWMAN"  wrote:

> Hi Ryan,
>
> This sounds really complex. Have you considered doing the roto on the
> texture footage and projecting it onto the card along with the footage? Any
> time you're rotoing through the 3D system you're begging for trouble.
>
> Best,
>
> -t
>
>
> --
> Tim BOWMAN
> 347.692.0839 | http://netherlogic.com
> netherlo...@gmail.com
>
> On Fri, Jan 23, 2015 at 12:47 PM, Ryan O'Phelan 
> wrote:
>
>> Hopefully this is an easy question.
>> I'm rotoing window panes on a card in 3d (yay), which is placed in a
>> tracked shot to be the window.
>>
>> I am looking through the 3d camera and also have the 2d footage that is
>> being projected up as an overlay(wipe). When I draw a roto, it has an
>> offset, so I have to make a shape and then correct the position, instead of
>> drawing it correctly in the first place.
>>
>> When I look through the default camera, I don't have that offset, and I
>> can draw directly on the card. Does anyone know of a way to set it up where
>> there's no offset while looking through a non-default camera?
>>
>>
>> I would usually just put a roto node after an image to roto it, but in
>> this case I'm using a project3D node, and can't put the roto node in the
>> same line. I have to use a MergeMat. Is there a more direct way to roto on
>> a card that is using a projected texture?
>>
>> Thanks guys,
>> Ryan
>>
>>
>>
>>
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>
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[Nuke-users] roto offsets on card in 3d

2015-01-23 Thread Ryan O'Phelan
Hopefully this is an easy question.
I'm rotoing window panes on a card in 3d (yay), which is placed in a
tracked shot to be the window.

I am looking through the 3d camera and also have the 2d footage that is
being projected up as an overlay(wipe). When I draw a roto, it has an
offset, so I have to make a shape and then correct the position, instead of
drawing it correctly in the first place.

When I look through the default camera, I don't have that offset, and I can
draw directly on the card. Does anyone know of a way to set it up where
there's no offset while looking through a non-default camera?


I would usually just put a roto node after an image to roto it, but in this
case I'm using a project3D node, and can't put the roto node in the same
line. I have to use a MergeMat. Is there a more direct way to roto on a
card that is using a projected texture?

Thanks guys,
Ryan
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Re: [Nuke-users] Isometric

2015-01-20 Thread Ryan O'Phelan
I usually just use something like a 2000mm lens, and it looks very very
close.

R
On Jan 20, 2015 8:34 AM, "Ron Ganbar"  wrote:

> Hi all,
> is it possible to render an isometric scene with Nuke's Camera /
> ScanlineRenderer?
>
> Thanks,
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
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Re: [Nuke-users] OT: Color Chart

2014-10-28 Thread Ryan O'Phelan
Nice find Dan! I gotta try that!
Exactly what I've been looking for.

R

On Sun, Oct 26, 2014 at 7:43 PM, Daniel Short 
wrote:

> I have a friend who was experimenting with this mmcolortarget Gizmo from
> Nukepedia.
> It requires a Macbeth chart, but it seems to do all the work for you, as
> long as you can shoot a reference.
>
> Here's the link to the Gizmo and a little demo video.
> It seems pretty handy.
>
> http://www.nukepedia.com/gizmos/colour/mmcolortarget
>
> http://vimeo.com/91652466
>
> On Sun, Oct 26, 2014 at 4:40 PM, Randy Little 
> wrote:
>
>> Might get a little big.  I always get a macbeth chart into take one
>> before the clap or into the take with the clean plate for a a second or so.
>>
>> Randy S. Little
>> http://www.rslittle.com/
>> http://www.imdb.com/name/nm2325729/
>>
>>
>>
>> On Sun, Oct 26, 2014 at 4:33 PM, J Bills  wrote:
>>
>>> I have the Xrite passport and it works well, but I did come across a
>>> Data Color SpyderCheckr once and I liked the size of the gray card better.
>>>
>>> Someone needs to build the same swatches into a clapboard.
>>>
>>> On Mon, Oct 13, 2014 at 5:01 AM, Igor Majdandzic <
>>> subscripti...@badgerfx.com> wrote:
>>>
 Hey Ron.
 I get good results with xrite charts.
 Greets


 Von Samsung Mobile gesendet



  Ursprüngliche Nachricht 
 Von: Ron Ganbar 
 Datum: 13.10.2014 12:47 (GMT+01:00)
 An: Nuke user discussion 
 Betreff: [Nuke-users] OT: Color Chart


 Hi all,
 I'm looking to buy a color chart so I can more easily match shots to
 each other, or bg and fg to each other.
 Any recommendations? Where to buy?

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

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>
>
> --
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> www.danisnotshort.com 
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Re: [Nuke-users] cloud rendering anybody?

2014-08-17 Thread Ryan O'Phelan
Are you sure zyncrender has stopped?  I just used them in March,  and I
didn't get any notifications from them about service stopping.

They are great,  and super easy to set up.

R
On Aug 16, 2014 2:15 AM, "Ron Ganbar"  wrote:

> I didn't use them with Nuke, no. Maya.
>
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
> On Sat, Aug 16, 2014 at 12:09 AM, Frank Rueter|OHUfx 
> wrote:
>
>>  thanks. I checked Rebus first but didn't see a Nuke option.
>> Did you use it with Nuke?
>>
>>
>> On 15/08/14 20:54, Ron Ganbar wrote:
>>
>> Zync stopped offering their service a little while ago, far as I
>> remember.
>>
>>  I used this once: http://www.rebusfarm.com/
>>
>>
>>
>> Ron Ganbar
>> email: ron...@gmail.com
>> tel: +44 (0)7968 007 309 [UK]
>>  +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>> On Fri, Aug 15, 2014 at 11:25 AM,  wrote:
>>
>>> never used it in production, but I remember on the foundry vimeo channel
>>> a video that used a platform called ZYNC
>>>
>>>
>>>  On Fri, Aug 15, 2014 at 4:37 AM, Frank Rueter|OHUfx 
>>> wrote:
>>>
  Thanks, might check it out thuogh it sounds a bit more time consuming
 to get going than I was hoping.
 The Nuke script in question only has one large texture, the rest is
 default nuke nodes, so should be easy enough to get going remotely.

 Cheers,
 frank



 On 15/08/14 14:24, Fredrik Averpil wrote:

  We're using Amazon. Setting up a Linux machine or Windows machine is
 easy peasy.

  In Amazon AWS, you need to set up a VPC with VPN connection to your
 local network so that the Amazon machines will be able to access your
 license server(s) and possibly scripts such as init.py and any plugins
 which may be installed in an arbitrary and local location.

  Whatever you do, don't make Amazon machines read data on the fly from
 your local file server. That's going to be insanely slow. I'm still
 experimenting with the best solution to sync files over to Amazon. You
 could set up a machine (with a bit more storage than the render
 machines) which could act as file server.



  // Fredrik



  Does anybody have experience with rendering nuke via an online
> service?
> It might save me butt next week :)
>
>
> Cheers,
> frank
>
>
> --
>   [image: ohufxLogo 50x50]  *vfx compositing
>  | workflow customisation and
> consulting  *
>


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Re: [Nuke-users] STMap produces line where right and left image edge join

2014-08-04 Thread Ryan O'Phelan
When you render uv maps,  don't filter or antialias them,  and you will not
have edging issues.  Adding bilateral or gaussian blur to everything but
the edges helps too.
Hope that helps.

R
On Aug 3, 2014 3:12 PM, "Patrick Heinen" 
wrote:

> I'm generating the STMap with (x+0.5)/width and (y+0.5/height). It doesn't
> seem to be off by a pixel, as everything but that one pixel line is spot
> on. As for filtering, I have a case where it shouldn't filter at all as
> pixels are getting mapped one to one. I attached an example script that
> shows the issue.
> Thanks for your help!
>
>
> On 03.08.2014, at 02:51, marlor.l...@gmail.com wrote:
>
> couldn't it be a filtering or multisample problem?
> I also had similar problems using STMap for tiling an image, and I ended
> up using UVTile
>
>
> On Sun, Aug 3, 2014 at 12:26 AM, Deke Kincaid 
> wrote:
>
>> How are you generating the STMap?It might be off by a pixel depending
>> how you generated it.
>>
>> --
>> Deke Kincaid
>> Creative Specialist
>> The Foundry
>> Skype: dekekincaid
>> Tel: (310) 399 4555 - Mobile: (310) 883 4313
>> Web: www.thefoundry.co.uk
>> Email: d...@thefoundry.co.uk
>>
>>
>> On Fri, Aug 1, 2014 at 7:30 PM, Patrick Heinen <
>> mailingli...@patrickheinen.com> wrote:
>>
>>> Hey everyone,
>>>
>>> I'm using an STMap where the original left and right edge of the image
>>> touch each other in the image center. When the filtering is set to cubic on
>>> the STMap I get a one pixel line at that edge, that I don't get if I ran
>>> through the transforms without an STMap. Switching the filtering to
>>> Impulse, the line disappears, but obviously everything else looks crappy. I
>>> checked the values of the STMap and the source and destination pixels seem
>>> to be correct.
>>> Has anyone had this problem before? Or has someone maybe an idea, what
>>> could cause this?
>>> Thanks and enjoy your weekend!
>>>
>>> Patrick
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Re: [Nuke-users] 3-sweep

2014-06-25 Thread Ryan O'Phelan
I'm surprised nobody has bought them yet.
On Jun 24, 2014 7:04 PM, "Richard Bobo"  wrote:

> Why not? You can always ask, ...right?   ;^)
>
>
> Rich
>
>
> Rich Bobo
> Senior VFX Compositor
> Armstrong White
> Email:  rich.b...@armstrong-white.com
> http://armstrong-white.com/
>
> Email:  richb...@mac.com
> Mobile:  (248) 840-2665
> Web:  http://richbobo.com/
>
> "A man should never be ashamed to own that he has been in the wrong, which
> is but saying that he is wiser today than he was yesterday."
> - Alexander Pope (1688-1744) English Poet
>
>
>
>
>
>
> On Jun 24, 2014, at 6:24 PM, Frank Rueter|OHUfx  wrote:
>
>  yummy:
>
> http://www.wired.com/2013/09/jaw-dropping-software-that-makes-3d-models-from-any-old-photograph/
>
> Will I dare put in a feature request? :-D
>
>
> --
> *vfx compositing
>  | workflow customisation and
> consulting  *
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Re: [Nuke-users] Alembic file keeps reverting back to 24fps

2014-05-20 Thread Ryan O'Phelan
It seemed to be independent of the read from file knob. Haven't seen that
issue in 8.03 yet,  but we usually work at 24.

R
On May 16, 2014 3:35 PM, "Diogo Girondi"  wrote:

> Just I guess since I haven't faced this problem my self. But is the frame
> rate on your Alembic correct?
>
> Perhaps since the "read from file" is checked it's updating that knob to
> reflect the fps form the file every time.
>
>
> Cheers,
> Diogo
>
>
> On Fri, May 16, 2014 at 3:49 PM, Sebastian Elsner wrote:
>
>> I already reported this to support for Nuke 7.0v3.
>>
>> Am 16.05.2014 20:45, schrieb Ryan O'Phelan:
>>
>> This happened to me too.  Win64 nuke8.03
>> Never did figure it out,  but you're not alone.
>> On May 14, 2014 10:54 PM, "Jimmy Christensen"  wrote:
>>
>>> Weird, I was testing on Linux.
>>>
>>> One thing you could try is to add an expression that links to "fps"
>>> which should be the scripts fps.
>>>
>>> Hilsen
>>> Jimmy Christensen
>>> Developer
>>> Ghost A/S
>>>
>>> On 15/05/14 07:24, Darren Coombes wrote:
>>>
>>>> We are using nuke x 8.0v4 on mac osx
>>>>
>>>>
>>>> *
>>>> *Thanks.*
>>>> *
>>>> *
>>>> *Darren Coombes*
>>>> **
>>>> *
>>>> *
>>>> *Check out some of my work...*
>>>> *
>>>> *
>>>> *www.vimeo.com/darrencoombes <http://www.vimeo.com/darrencoombes>*
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *
>>>> *Mob: +61 418 631 079 *
>>>> *
>>>> *
>>>> *Skype:  darrencoombes*
>>>> *Twitter:  @durwood81*
>>>> *
>>>>
>>>> On 15 May 2014, at 3:17 pm, Jimmy Christensen >>> <mailto:ji...@ghost.dk>> wrote:
>>>>
>>>> Which version of Nuke? I know about this bug from earlier, however I
>>>>> just tested in Nuke 8.0v4 and it seems to work fine.
>>>>>
>>>>> Hilsen
>>>>> Jimmy Christensen
>>>>> Developer
>>>>> Ghost A/S
>>>>>
>>>>> On 15/05/14 04:12, Darren Coombes wrote:
>>>>>
>>>>>> I have Alembic camera and geo exported from maya, when I read into
>>>>>> nuke,
>>>>>> I set the framerate to be 25fps, but every time I version up or reopen
>>>>>> the project the files revert back to 24fps and the camera gets all out
>>>>>> of sync, which means I have to "reload" the camera and any copies of
>>>>>> it.
>>>>>>
>>>>>> Anyone else have this issue and a possible workaround?
>>>>>>
>>>>>> Thanks.
>>>>>>
>>>>>> *
>>>>>> *Thanks.*
>>>>>> *
>>>>>> *
>>>>>> *Darren Coombes*
>>>>>> **
>>>>>> *
>>>>>> *
>>>>>> *Check out some of my work...*
>>>>>> *
>>>>>> *
>>>>>> *www.vimeo.com/darrencoombes <http://www.vimeo.com/darrencoombes>
>>>>>> <http://www.vimeo.com/darrencoombes>*
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *
>>>>>> *Mob: +61 418 631 079 *
>>>>>> *
>>>>>> *
>>>>>> *Skype:  darrencoombes*
>>>>>> *Twitter:  @durwood81*
>>>>>> *
>>>>>>
>>>>>>
>>>>>> ___
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>>>>>
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>>>>
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Re: [Nuke-users] Alembic file keeps reverting back to 24fps

2014-05-16 Thread Ryan O'Phelan
This happened to me too.  Win64 nuke8.03
Never did figure it out,  but you're not alone.
On May 14, 2014 10:54 PM, "Jimmy Christensen"  wrote:

> Weird, I was testing on Linux.
>
> One thing you could try is to add an expression that links to "fps" which
> should be the scripts fps.
>
> Hilsen
> Jimmy Christensen
> Developer
> Ghost A/S
>
> On 15/05/14 07:24, Darren Coombes wrote:
>
>> We are using nuke x 8.0v4 on mac osx
>>
>>
>> *
>> *Thanks.*
>> *
>> *
>> *Darren Coombes*
>> **
>> *
>> *
>> *Check out some of my work...*
>> *
>> *
>> *www.vimeo.com/darrencoombes *
>> *
>> *
>> *
>> *
>> *
>> *
>> *Mob: +61 418 631 079 *
>> *
>> *
>> *Skype:  darrencoombes*
>> *Twitter:  @durwood81*
>> *
>>
>> On 15 May 2014, at 3:17 pm, Jimmy Christensen > > wrote:
>>
>>  Which version of Nuke? I know about this bug from earlier, however I
>>> just tested in Nuke 8.0v4 and it seems to work fine.
>>>
>>> Hilsen
>>> Jimmy Christensen
>>> Developer
>>> Ghost A/S
>>>
>>> On 15/05/14 04:12, Darren Coombes wrote:
>>>
 I have Alembic camera and geo exported from maya, when I read into nuke,
 I set the framerate to be 25fps, but every time I version up or reopen
 the project the files revert back to 24fps and the camera gets all out
 of sync, which means I have to "reload" the camera and any copies of it.

 Anyone else have this issue and a possible workaround?

 Thanks.

 *
 *Thanks.*
 *
 *
 *Darren Coombes*
 **
 *
 *
 *Check out some of my work...*
 *
 *
 *www.vimeo.com/darrencoombes 
 *
 *
 *
 *
 *
 *
 *
 *Mob: +61 418 631 079 *
 *
 *
 *Skype:  darrencoombes*
 *Twitter:  @durwood81*
 *


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Re: [Nuke-users] ZDefocus buggy?

2014-02-04 Thread Ryan O'Phelan
Any chance there are NANs in the renders?
Mental Ray?

R
On Feb 4, 2014 10:23 AM, "Falko Paeper" 
wrote:

> Hi Nukers,
>
> has anyone of you guys ever got wierd artifacts (infinite color values) or
> unstable comps using ZDefocus?
>
> It happened twice now in two different companies with two different
> projects and two different version of nuke (NukeX 7.0v6 & NUKEX 7.0v9).
>
> It appears on random frames (in a sequence of 300 frames on 2 or 3) and (I
> think) only when the focus plane is animated and/or when I use multiple
> ZDefocus Nodes in the same comp. Also the comp gets highly unstable and
> crashes by only clicking on the ZDefocus node. In both cases the depth pass
> was rendered with sitoa to EXR with the depth info stored in Alpha but I
> doubt thats part of the issue since I checked the data and its all normal
> (no broken pixels or unusual values).
>
> The thing is, I can get rid of the issue by either disable "automatic
> layer spacing" or shuffle the depthpass into another channel then "depth"?
> But that only helps for one frame and it then will certainly appaers on a
> another random frame. At least I can somehow fix it but its still pretty
> annoying. Anyone with similar experiences or work arounds?
>
> cheers
>
> Falko
>
> __
> Falko Paeper
>
> falko.pae...@filmakademie.de
> Skype: fpaeper
> Karlsplatz 1 | 71638-Ludwigsburg | Germany
>
> __
> Falko Paeper
>
> Tel. 0173 74 84 449
> falko.pae...@filmakademie.de | falko-pae...@web.de
> Skype: fpaeper
> Karlsplatz 1 | 71638-Ludwigsburg
>
> 
> This message was sent using IMP, the Internet Messaging Program.
>
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Re: [Nuke-users] object tracking hacks with nukex

2014-02-04 Thread Ryan O'Phelan
If the object is not too reflective and large enough in screen,  making a
garbage matte alpha for it and then just camera tracking the object is good
enough.

Seems like it would be easier to track an env for a car replacement
though.  Especially with the car all shined up.

R
On Jan 22, 2014 6:42 AM, "adam jones"  wrote:

> not to worry the scene i sent is all whack out sorry if I wasted anyones
> time
>
> On 22/01/2014, at 8:18 PM, adam jones  wrote:
>
> > hi all
> >
> > have done a mock up of a shot with an temp at an object track I can seem
> to get any frames beyond the first frame to line up and have try reversing
> the rotations and the like could some one please take a look.
> >
> > script attached
> >
> > cheers adam
> >
> > 
> > On 22/01/2014, at 6:53 PM, adam jones  wrote:
> >
> >> Hey all
> >>
> >> can any one point me to any good tuts or processes for doing object
> tracks with in nuke.
> >>
> >> I know the camera tracker is not designed to do this but I have found
> some info on the google regarding ti but not a lot.
> >>
> >> shots have a moving camera and a car driving down the road, want to be
> able to get a model of the car tracked to the live action car.
> >>
> >> any tips or clues would be appreciated,
> >>
> >> cheers all
> >> -adam
> >>
> >>
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Re: [Nuke-users] post DOF and Motion Blur

2014-01-02 Thread Ryan O'Phelan
I think what he was getting at was that once you do a zdefocus,  your
object edges do not match your motion vectors. And vice versa (motion
blurring your Z depth)

I have had to fake this by extending my mv edges out for objects effected
by DOF.

As far as I know,  there is no way to do this,  and if it's going to have
artifacts,  we just render in 3d.

R
On Dec 27, 2013 12:49 PM, "Andy Jones"  wrote:

> I'm assuming the crux of the question is about how to do both zblur and
> motion blur as a single operation.  I don't know of a way to do that OOTB.
>  You could presumably write a plugin that tries to do both together, but it
> would likely be pretty slow when dealing with large movements, since there
> are a lot of original pixels that could potentially influence each output
> pixel.  It would still probably be worth doing.  I think I may have heard
> that Blender had something kind of like this, but I can't say first hand.
>
> The other way I've approached it in the past is to either do DOF first,
> and then use Oflow for motion blur, or, if the motion is more or less
> continuous across the image, to do DOF first and use the vectors, taking
> care to ensure that the blurriness of the edges doesn't mess anything up.
>  You may need to defocus or dilate the motion vectors premultiplied, and
> then unpremultiply them.
>
> One thing to keep in mind is that, as useful as they are, 2D Motion Blur
> and 2D depth of field are both artifact-prone in certain situations.  So
> even if there were a plugin to do them simultaneously, the result wouldn't
> always be perfect.  In many cases, when you hit a problem scenario, the
> best bet is just 3D motion blur and/or 3D DOF.  This is one reason I try to
> avoid workflows that depend on sharp non-blurred content when comping cg.
>  It's very annoying to have to go back and reinvent the wheel or
> counter-correct all the edge artifacts when you need to apply your comp to
> motion blurred 3D.  Or worse, to be told that 3D motion blur isn't an
> option because it won't work with the comp.
>
> 2D motion blur in particular really breaks down when it comes to dealing
> with shiny objects.  Good evidence of this is the spinning wheel rim on a
> car.  In real life, criss-crossing specular highlights go all over the
> place in a really beautiful way.
>
> Don't get me wrong, though -- I still use 2D Motion blur and DOF all the
> time.
>
>
> On Thu, Dec 26, 2013 at 2:44 PM, Richard Bobo  wrote:
>
>> As far as order of operation goes, I did my camera/object motion blur
>> operation first, z-depth second. In my mind, I see the motion blur as a
>> property of the scene you’re capturing - and the depth as a function of the
>> device - the camera iris, sensor and lens - doing the capturing. That’s
>> probably an arbitrary distinction, but it seemed to work the way I wanted
>> it to. I could adjust how long the motion blur streaks were - essentially
>> the shutter or exposure, if you will - and then determine how much depth of
>> field I wanted and where the focal point needed to be. Also, downstream, I
>> had other camera effects, such as lens distortion, chromatic aberration,
>> highlight glow, lens barrel vignette and grain/noise.
>>
>> Rich
>>
>>
>>
>>
>> On Dec 26, 2013, at 2:25 PM, Joe Laude  wrote:
>>
>> I know the exact problem you're talking about, and it probably depends a
>> lot on the situation. The last time I ran into this situation, I think I
>> did DOF first, then MB.
>>
>> I'd say the one that's going to be the most extreme, you should do
>> second. Little motion, shallow DOF, do MB first then DOF; and vice versa,
>> if there's more deep DOF, and more MB, do DOF first, then MB. If they're
>> both extreme, try both and see which looks better. Might just need to
>> finesse some parts.
>>
>> Sent from my iPhone
>>
>> On Dec 26, 2013, at 12:41, Gary Jaeger  wrote:
>>
>> I know it’s a common question, but I’m curious if there are any tricks to
>> do both in post?
>>
>> Gary Jaeger // Core Studio
>> 249 Princeton Avenue
>> Half Moon Bay, CA 94019
>> 650 728 7060
>> http://corestudio.com
>>
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Re: [Nuke-users] relight... backwards?

2014-01-02 Thread Ryan O'Phelan
The vray normals pass is pretty useless. I think it may be camera normals.
I haven't checked actually.  I always make my own world normals pass with a
sampler info node,  and it works great in nuke.

If I need the bumpnormals,  I have to make a weird isolated light setup
though.

R
On Jan 2, 2014 12:19 AM, "Gary Jaeger"  wrote:

> aha! I see what you did there. Thanks Frank!
>
> On Jan 1, 2014, at 9:09 PM, Frank Rueter  wrote:
>
>  try this to invert normals.X (PositionToPoints to see what is going on
> with viewer set to display point normals):
>
> set cut_paste_input [stack 0]
> version 8.0 v1
> Read {
>  inputs 0
>  file "\[file dirname \[value root.name]]/footage/sphere2.exr"
>  format "640 480 0 0 640 480 1 PC_Video"
>  origset true
>  on_error "nearest frame"
>  name Read2
>  selected true
>  xpos 374
>  ypos -233
> }
> add_layer {normals normals.X normals.Y normals.Z}
> Expression {
>  channel0 {normals.X -normals.Y -normals.Z}
>  expr0 -normals.X
>  channel1 none
>  expr1 normals.Y
>  channel2 none
>  expr2 normals.Z
>  name Expression1
>  selected true
>  xpos 374
>  ypos -149
> }
> add_layer {xyzWPP xyzWPP.red xyzWPP.green xyzWPP.blue}
> PositionToPoints2 {
>  display textured
>  render_mode textured
>  P_channel xyzWPP
>  N_channel normals
>  name PositionToPoints1
>  selected true
>  xpos 521
>  ypos -112
> }
>
>
>
>
> On 02/01/14 18:00, Gary Jaeger wrote:
>
> seems like funky stuff, but take a look if you’re so inclined. link below.
> I assume you mean to use an Invert node? I’ve tried but can’t get it right.
> The file below has a light and camera in the same position as maya. simple
> sphere. Thanks Frank
>
>  https://dl.dropboxusercontent.com/u/4327868/relight.zip
>
>
>  On Jan 1, 2014, at 8:46 PM, Randy Little  wrote:
>
> What happens if you reverse the normals in nuke?
> On Jan 1, 2014 11:44 PM, "Gary Jaeger"  wrote:
>
>> I see. I think. It’s from maya (which is Y up) and vray but I’ll just
>> have to experiment
>>
>>  On Jan 1, 2014, at 8:34 PM, Frank Rueter  wrote:
>>
>>  Well, if you export from a "z up" system you might have to swap the
>> green and blue channels, and if you are importing from a left handed
>> coordinate system you will have to invert red I think.
>>
>> >>And point positions are worldspace, right?
>> Depends on what the shader is doing. They might be in camera space.
>>
>>
>> On 02/01/14 17:30, Gary Jaeger wrote:
>>
>> Thanks Frank. That’s what I figured but I couldn’t find a combination
>> that worked right. It would be in invert, and not a swap, right? And point
>> positions are worldspace, right?
>>
>>  On Jan 1, 2014, at 7:49 PM, Frank Rueter  wrote:
>>
>>  That does sound like you need to munge the VRay normals.
>> I think that is exactly what I did in the past but it's been to long, I
>> can't remember the details.
>>
>> If up is down and left is right, it sounds like you just need to invert
>> your normals pass' red and green channels.
>> This could be caused by a z up vs y up coordinate system in your 3D setup
>> (i.e. 3dsMax) and a left vs right hand coordinate system.
>>
>>
>>
>>
>>
>> On 02/01/14 16:30, Gary Jaeger wrote:
>>
>> I’m experimenting with Relight. It’s cool, but it looks to me like
>> something is reversed. If I put a light that I know should be upper right,
>> the lower left gets illuminated. Maybe normals reversed or something? these
>> are passes from vray. Anybody run into this?
>>
>>
>>  Gary Jaeger // Core Studio
>> 249 Princeton Avenue
>> Half Moon Bay, CA 94019
>> 650 728 7060 <650%20728%207060>
>> http://corestudio.com
>>
>>
>>
>> ___
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>> 249 Princeton Avenue
>> Half Moon Bay, CA 94019
>> 650 728 7060
>> http://corestudio.com
>>
>>
>>
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>> 249 Princeton Avenue
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>> 650 728 7060 <650%20728%207060>
>> http://corestudio.com
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Re: [Nuke-users] Still Image camera matching...?

2013-12-13 Thread Ryan O'Phelan
Ron Ganbar posted this above. It's a capture of a FXPHD article.

https://www.evernote.com/shard/s7/sh/70dcb995-c062-4b11-a9de-3a238159ef55/4f2ff05a1d359877f9aea494a05905fe




On Tue, Dec 10, 2013 at 3:40 AM, Howard Jones wrote:

> Whats the fxphd article someone mentioned?
>
> Howard
>
> On 10 Dec 2013, at 04:55, Richard Bobo  wrote:
>
> We do have PFTrack, so I can use that. I was just hoping for something in
> Nuke I didn’t know about - so I didn’t have to do the round trip..  ~(8^ \
> Oh, well.
>
> Thanks, all, for the suggestions!
>
> Rich
>
>
>
> On Dec 9, 2013, at 10:52 PM, RsLittle  wrote:
>
> Yeah I thought it might give a guess like pftrack does
>
>
> From my Android phone on T-Mobile. The first nationwide 4G network.
>
>
>
>  Original message 
> From: Richard Bobo 
> Date: 12/09/2013 9:50 PM (GMT-05:00)
> To: visfxsup ,Nuke-Users Mailing List <
> nuke-users@support.thefoundry.co.uk>
> Subject: Re: [Nuke-users] Still Image camera matching...?
>
>
> Nope. It will figure out the lens distortion from lines you draw - or a
> grid you shot - or it will attempt to figure out the distortion by
> analyzing a sequence (it does a camera track first) but it needs a minimum
> of three frames to do that…
>
> Rich
>
>
> On Dec 8, 2013, at 1:52 PM, visfxsup  wrote:
>
> Doenst nuke do this already in the lens distortion tool.  I think it might
> calculate the lens.  Dont remeber not at work
>
>
> Sent from my T-Mobile 4G LTE Device
>
>
>
>  Original message 
> From: Julik Tarkhanov 
> Date: 12/08/2013 1:12 PM (GMT-05:00)
> To: Nuke user discussion 
> Subject: Re: [Nuke-users] Still Image camera matching...?
>
>
> I know this doesn’t answer the question “properly”, but I use Syntheyes
> and it’s lens lines feature.
> Would be cool if Nuke had this.
>
> On 06 Dec 2013, at 18:12, Richard Bobo  wrote:
>
> Anyone have any good methods for camera matching a single still image in
> Nuke…?
>
>
> --
> Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
> Amsterdam | The Netherlands | tel. +31 20 330 8250
> cel. +31 61 145 06 36 | http://hecticelectric.nl
>
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Re: [Nuke-users] Still Image camera matching...?

2013-12-06 Thread Ryan O'Phelan
Never mind, I got it. Just had to rub my brain cells together a little
longer than usual.

R


On Fri, Dec 6, 2013 at 3:35 PM, Ryan O'Phelan  wrote:

> About that Fxguide article: Anyone know off-hand why the focal length is
> derived from a half circle (arc) from the two vanishing points, and the
> center of the frame? Why is that the focal length? Everything else is
> intuitive to me but that.
>
> Thanks,
> Small brain
>
>
> On Fri, Dec 6, 2013 at 3:12 PM, Howard Jones wrote:
>
>> Any parallel lines? Find a vanishing point(s). Draw a cube from this and
>> add a 3d cube. Adjust length and rotation of the camera until the cube fits
>> the lines. Should give you your focal length.
>>
>> Howard
>>
>> On 6 Dec 2013, at 18:58, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>> Well, here I am thinking people live in the best of worlds. I agree with
>> previous posters, estimated positions of point will have to do. Eliminate
>> as many variabels as you can. Knowing, or estimating, the FoV is key!
>>
>> Cheers,
>> Elias Ericsson Rydberg
>>
>> 6 dec 2013 kl. 19:36 skrev Richard Bobo :
>>
>> Elias,
>>
>> Unfortunately, the image was shot a while ago, in a remote location…
>>
>> Thanks,
>> Rich
>>
>> On Dec 6, 2013, at 1:24 PM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>> Yeah, as soon as you've found out the field of view you can usually match
>> it quite well by hand. And as the previous poster said, knowledge of the
>> dimensions of a few objects will help a lot to get the right scale.
>>
>> If you've surveyed the 3D positions of a few points on set you could of
>> course create the same points in Nuke as axises (spelling?) and match
>> toward that. Reconcile3D would be very useful for that purpose.
>>
>> Cheers,
>> Elias Ericsson Rydberg
>>
>> 6 dec 2013 kl. 18:20 skrev John Mangia :
>>
>> First thing I'd do is check if there's any EXIF data in the image from
>> the camera that shot it.  It might give you an idea of the camera make,
>> focal length, etc.  Which will also help you figure out the size of the
>> filmback.  If there's a common object in the shot like a pen or street sign
>> you can use the known size of that object to help you figure out the focal
>> length and camera position.  Hope it works out for you.
>>
>>
>> On Fri, Dec 6, 2013 at 12:12 PM, Richard Bobo  wrote:
>>
>>> Hi all,
>>>
>>> Anyone have any good methods for camera matching a single still image in
>>> Nuke…?
>>>
>>> Thanks,
>>> Rich
>>>
>>>
>>> Rich Bobo
>>>  Senior VFX Compositor
>>> Armstrong-White
>>> http://armstrong-white.com/
>>>
>>> Email:  richb...@mac.com
>>> Mobile:  (248) 840-2665
>>> Web:  http://richbobo.com/
>>>
>>> "Man does not live by a turkey in every oven or a color TV set in every
>>> home. Man lives by faith and hope and love, by the star on the horizon, by
>>> the trumpet that will not call retreat."
>>> - E. Merrill Root
>>>
>>>
>>>
>>>
>>>
>>>
>>> ___
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>>
>>
>>
>> --
>> John Mangia
>>
>> 908.616.1796
>> j...@johnmangia.com
>>
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Re: [Nuke-users] Still Image camera matching...?

2013-12-06 Thread Ryan O'Phelan
About that Fxguide article: Anyone know off-hand why the focal length is
derived from a half circle (arc) from the two vanishing points, and the
center of the frame? Why is that the focal length? Everything else is
intuitive to me but that.

Thanks,
Small brain


On Fri, Dec 6, 2013 at 3:12 PM, Howard Jones wrote:

> Any parallel lines? Find a vanishing point(s). Draw a cube from this and
> add a 3d cube. Adjust length and rotation of the camera until the cube fits
> the lines. Should give you your focal length.
>
> Howard
>
> On 6 Dec 2013, at 18:58, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
> Well, here I am thinking people live in the best of worlds. I agree with
> previous posters, estimated positions of point will have to do. Eliminate
> as many variabels as you can. Knowing, or estimating, the FoV is key!
>
> Cheers,
> Elias Ericsson Rydberg
>
> 6 dec 2013 kl. 19:36 skrev Richard Bobo :
>
> Elias,
>
> Unfortunately, the image was shot a while ago, in a remote location…
>
> Thanks,
> Rich
>
> On Dec 6, 2013, at 1:24 PM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
> Yeah, as soon as you've found out the field of view you can usually match
> it quite well by hand. And as the previous poster said, knowledge of the
> dimensions of a few objects will help a lot to get the right scale.
>
> If you've surveyed the 3D positions of a few points on set you could of
> course create the same points in Nuke as axises (spelling?) and match
> toward that. Reconcile3D would be very useful for that purpose.
>
> Cheers,
> Elias Ericsson Rydberg
>
> 6 dec 2013 kl. 18:20 skrev John Mangia :
>
> First thing I'd do is check if there's any EXIF data in the image from the
> camera that shot it.  It might give you an idea of the camera make, focal
> length, etc.  Which will also help you figure out the size of the
> filmback.  If there's a common object in the shot like a pen or street sign
> you can use the known size of that object to help you figure out the focal
> length and camera position.  Hope it works out for you.
>
>
> On Fri, Dec 6, 2013 at 12:12 PM, Richard Bobo  wrote:
>
>> Hi all,
>>
>> Anyone have any good methods for camera matching a single still image in
>> Nuke…?
>>
>> Thanks,
>> Rich
>>
>>
>> Rich Bobo
>>  Senior VFX Compositor
>> Armstrong-White
>> http://armstrong-white.com/
>>
>> Email:  richb...@mac.com
>> Mobile:  (248) 840-2665
>> Web:  http://richbobo.com/
>>
>> "Man does not live by a turkey in every oven or a color TV set in every
>> home. Man lives by faith and hope and love, by the star on the horizon, by
>> the trumpet that will not call retreat."
>> - E. Merrill Root
>>
>>
>>
>>
>>
>>
>> ___
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>
>
>
> --
> John Mangia
>
> 908.616.1796
> j...@johnmangia.com
>
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Re: [Nuke-users] write node that auto names to input read file

2013-10-20 Thread Ryan O'Phelan
Thanks Ben!

R


On Fri, Oct 11, 2013 at 2:11 AM, Ben Dickson  wrote:

> [regsub "\\.exr$" [value [topnode].file] ".%04d.exr"]
>
> ..which will let you put other nodes between the Read and the output node
>
> Or you could look at the immediately-upstream node like this:
>
> [regsub "\\.exr$" [value input0.file] ".%04d.exr"]
>
> That command also fixes the first argument to regsub: the "$" means it
> will only match the "exr" at the end of the file, and the "." needs a
> escaped (otherwise it means "any character")
>
>
> On 11/10/13 16:26, Elias Ericsson Rydberg wrote:
>
>> Nice scripts Diogo. I wonder if there's a way to get around hard coding
>> "Read1". Using expressions I think it should be possible to write
>> something like Parent.file.value to get the file string?
>>
>> All the best,
>> Elias
>>
>> 11 okt 2013 kl. 04:46 skrev Diogo Girondi > >:
>>
>>  You're welcome.
>>>
>>> Cheers.
>>> Diogo
>>>
>>>
>>> On Thu, Oct 10, 2013 at 11:45 PM, Darren Coombes
>>> mailto:darren.coom...@me.com>**> wrote:
>>>
>>> Thanks for that Diogo, i'll give it a try. Cheers.
>>>
>>>
>>> *
>>> *
>>> *
>>> *
>>> *Darren Coombes - VFX Compositor*
>>>
>>> Check out some of my work*…*
>>> *www.vimeo.com/53990514 *
>>>
>>> *Mob: +61 418 631 079 *
>>> *Skype: darrencoombes*
>>> *Twitter: @durwood81*
>>> *
>>> *
>>> *
>>>
>>> *
>>>
>>> On 11/10/2013, at 1:41 PM, Diogo Girondi >> > wrote:
>>>
>>>  *TCL*


 /new/path/to/file/[regsub ".mov" [file tail [value Read1.file]]
 ".%04d.exr"]

 or

 [regsub ".mov" [value Read1.file] ".%04d.exr"]


 *Python*


 /new/path/to/file/[python
 os.path.basename(nuke.toNode('**Read1').knob('file').value()).**
 replace('.mov',
 '.%04d.exr')]


 [python nuke.toNode('Read1').knob('**file').value().replace('.mov',
 '.%04d.exr')]

 cheers,
 diogo


 On Thu, Oct 10, 2013 at 10:36 PM, Darren Coombes
 mailto:darren.coom...@me.com>**> wrote:

 Hi All, I'm trying to make a write node that's connected to a
 quicktime movie that exports an jpg seq, and i want the
 filename to be the same as the quicktime movie.
 Is there a way to tell nuke to name the file the same as the
 read, but with the .%04d.jpg on the end?

 Thanks.

 *
 *
 *
 *
 *Darren Coombes - VFX Compositor*

 Check out some of my work*…*
 *www.vimeo.com/53990514 *

 *Mob: +61 418 631 079 *
 *Skype: darrencoombes*
 *Twitter: @durwood81*
 *
 *
 *
 *


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Re: [Nuke-users] motion blur in reflections

2013-09-28 Thread Ryan O'Phelan
The mirrored camera is the best choice because you can maintain a true pass
system in the reflection(you will have diffuse,  gi,  etc.) ,  which you
can't do otherwise.

If you are feeling adventurous,  you could try projecting a velocity pass
on your geo, from a previous render, and then rendering the reflection.
Your vertical vector will be inverted,  but that's easy to fix in comp.

Personally,  I would stick to motion blur in camera. Lazy,  I know.

Ryan
On Sep 28, 2013 2:50 AM, "matt estela"  wrote:

> I'm no v-ray expert either, but knowing that vray can be treated as a pure
> path-tracer like arnold, and getting motion blurred reflections from a
> pathtracer is down to spreading your reflection samples over time, I'm sure
> v-ray could do this happily, albeit slowly. Did a quick google, found some
> images that imply it can do it fine:
>
> http://www.cg-blog.com/index.php/2013/04/11/vray-motion-blur.htm
>
> (the first overly-streaky motion blurred image, you can see matching
> streaked reflections on the floor).
>
> You might have misremembered in terms of  exporting motion vectors and
> applying blur in comp, in which case yes, there's no easy way to capture
> that in the render, and you'd need to do the cheats you've described.
>
> Another way would be to take your render camera, duplicate it, mirror it
> on the ground axis, render your reflections through that second
> 'reflection' camera. That way you could still export motion vectors, and
> keep it all in comp. Depends how clever you wanna be, vs just brute force
> render your way though it, which is becoming the norm these days.
>
>
>
>
> On 28 September 2013 16:18, adam jones  wrote:
>
>> Hey hey
>>
>> I ask this question with the feeling I might have over looked some thing.
>>
>> I know this is not a vRay forum but I just want to give you the complete
>> story
>>
>> Ok am about to commence comp work on a TVC I have a mechanical object
>> moving across a mirror like ground surface, this object will have various
>> types / directions of MB going on some from its direction of movement but
>> also spinning wheels and cog with MB.
>>
>> Now from what I remember (might be different in newer version of the vRay
>> render) the MB is a vary post task being that it will not be shown in the
>> reflections on the ground.
>>
>> I have a couple of ideas of how to get this MB into the ground
>> reflections but they don't feel to elegant.
>>
>> one thought I had was….
>>
>> there use to be a gizmo floating around that you could cast ground
>> shadows with a projection camera, I just can't remember if it required I
>> piece of geo or and alpha to do it, does an you remember this gizmo.
>>
>> also if any one has some ideas and or pointer that would be cool.
>>
>> keeping in mind that the ground surface will need to produce some what of
>> a clean reflection.
>>
>> thank you all
>>
>> -adam___
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RE: [Nuke-users] distance between camera and transformed object

2013-09-22 Thread Ryan O'Phelan
How about the Z depth from the scanline renderer? Seems that if you
calculate an object position,  it would only be the transform pivot,
unless you use something like depth?

R
On Sep 18, 2013 1:39 PM, "Frederich Munch"  wrote:

> The aforementioned node actually does the opposite, removing any baked in
> transforms and is a part of the Dynamics set.
>
> That said you could pipe the geometry into a DyPassive body, then into a
> DySolver and bake the solver. It will create a group, inside will be an
> axis with the world-space matrix keyframed. You could cut-paste that axis
> and delete the passive body and solver.
>
> Or you could try to bake out the transform with only Nuke, but I've never
> had much success in automating it (due to the viewer update issues)
>  nuke.toNode( <> ).knob('geo_select').getGeometry()[ 
> ].transform().translation()
>
>
>
> --
> CC: nuke-users@support.thefoundry.co.uk
> From: mrhowardjo...@yahoo.com
> Subject: Re: [Nuke-users] distance between camera and transformed object
> Date: Wed, 18 Sep 2013 07:22:28 +0100
> To: nuke-users@support.thefoundry.co.uk
>
> can't remember which node but Mr Munch (?) geometry tools has a tool that
> can read the concatenated position of an object.
>
> apologies if his name is wrong but he mentioned this in a similar ish
> thread a while ago.
>
>
> Howard
>
> On 18 Sep 2013, at 02:45, Michael Garrett  wrote:
>
> Normally I would say you can use the world_matrix knob of the TransformGeo
> to get the concatenated position (using cels 3, 7 and 11) but it depends on
> whether the geometry itself already has a baked in offset or not - meaning
> is it reading in at the origin or not.
>
> If it's not animated and you need that offset value in world space, you
> could easily snap an Axis to a vertex of the geometry that you want to be
> the Camera focal point, then parent another Axis that represents the
> TransformGeo and read off the concatenated transform from the child Axis
> world_matrix knob. You would then use the expression Olivier posted to get
> the distance.
>
>
> On 17 September 2013 19:41, Gustaf Nilsson  wrote:
>
> Yes, but that is not possible when you have a transformgeo-node connected
> to the geometry as there is no way (?) of getting its world coordinates.
>
>
> On Tue, Sep 17, 2013 at 6:56 PM, Olivier Lavenant <
> olivier.tara...@gmail.com> wrote:
>
> You can use the expression : sqrt[(Xa-Xb)²+(Ya-Yb)²+(Za-Zb)²]
>
>
> 2013/9/17 Gustaf Nilsson 
>
>  heya
>
> Is it possible to get the distance between the camera and an object in 3d
> space that has an arbitrary number of transforms below it?
>
> Thanks
>
> --
> ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
>
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Re: [Nuke-users] Watercolour look or effect

2013-09-22 Thread Ryan O'Phelan
Maya paint effects watercolor is pretty cool,  and animatable.
On Sep 20, 2013 9:27 PM, "Darren Coombes"  wrote:

> Yeah, that's great, we have it for after effects. Maybe should look into
> getting it for nuke.
>
> *
> Darren Coombes - VFX Compositor
>
> Check out some of my work…
> www.vimeo.com/53990514
>
> Mob:  +61 418 631 079
> Skype:  darrencoombes
> Twitter:  @durwood81
> *
>
> On 21/09/2013, at 10:22 AM, Randy Little  wrote:
>
> have you tried Revision Van Gogh?   Thats what what used in What Dreams my
> come basically.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
>
> On Wed, Sep 18, 2013 at 6:04 AM, Mason Doran  wrote:
>
>>  http://www.youtube.com/watch?v=j1UMEuNb4O8
>>
>> Involved extracting a motion vector pass from the footage I believe, and
>> this was used to give an animated brushstroke look to it.
>>
>>
>>
>>
>> On 9/18/2013 2:51 PM, Neil Scholes wrote:
>>
>> Might be involving but I'd port over to Houdini - run the imagery through
>> a 2D fluid SIM - pushing the colours and image around - then cc back in
>> nuke
>>
>>
>> Neil Scholes
>>
>> Sent from my HTC
>>
>>
>> - Reply message -
>> From: "Darren Coombes"  
>> To: "Nuke Users The Foundry" 
>> 
>> Subject: [Nuke-users] Watercolour look or effect
>> Date: Wed, Sep 18, 2013 7:26 AM
>>
>>
>> Hi, does anyone have any tips on creating a watercolour effect with a cg
>> render layer?
>>
>> *
>> Thanks.
>> *
>>  *
>> Darren Coombes
>>
>>  *
>> *
>> Check out some of my work...
>> *
>> *
>> www.vimeo.com/darrencoombes
>> *
>> *
>>
>>  *
>> *
>> Mob:  +61 418 631 079 <+61%20418%20631%20079>
>> *
>> *
>> Skype:  darrencoombes
>> Twitter:  @durwood81
>> *
>>
>>
>> ___
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>> http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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>>
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Re: [Nuke-users] nuke render memory management

2013-06-19 Thread Ryan O'Phelan
Yes, I'm merging lots of reads into one stream.
I assumed that Nuke only grabs the channels it needs at the time, and that
any channels merged in that aren't used, don't load into RAM.
Is this wrong?

R


On Wed, Jun 19, 2013 at 5:14 PM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> I assume you're merging all the channels into one big stream? Does memory
> use go down if you don't?
>
>
> 2013/6/19 Ryan O'Phelan 
>
>> I'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/frame
>> Rendering zip1 16 half EXR
>>
>> Environment:
>> Windows 7
>> Nuke 7.0v6
>> same config on farm, except 16GB RAM
>>
>>
>> Looking 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 0x0
>>
>>
>>
>> another 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 0x0
>>
>>
>> Is 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
>>
>>
>>
>>
>>
>>
>> ___
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[Nuke-users] nuke render memory management

2013-06-19 Thread Ryan O'Phelan
I'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/frame
Rendering zip1 16 half EXR

Environment:
Windows 7
Nuke 7.0v6
same config on farm, except 16GB RAM


Looking 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 0x0



another 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 0x0


Is 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
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Re: [Nuke-users] Re: Layer/Channel organisation with lots of roto

2013-05-29 Thread Ryan O'Phelan
I may be wrong, but I think the only danger in creating more than four
channels is merging layers, and forgetting to merge all. I create lots of
custom mattes with unique names that are merged in, and I haven't seen a
problem.
The only pain is that its difficult to view channels like  truck.windshield.

R
On May 29, 2013 6:36 AM, "Elias Ericsson Rydberg" <
elias.ericsson.rydb...@gmail.com> wrote:

> It's easy to become sligthly obsessed with using channels instead of
> exposing them in the node graph. If you find a good compromise feel free to
> share! At the moment I'm convinced that exposing in the node graph is the
> way to go.
>
> Cheers,
>
> Elias Ericsson Rydberg
>
> 23 maj 2013 kl. 10:34 skrev "MonkeyBwoy" <
> nuke-users-re...@thefoundry.co.uk>:
>
> > Hi Elias,
> >
> > thanks for your input!
> >
> > Actually the way you recommend is the way that I used to work most of
> the time. I thought that creating roto and storing them in the
> channel-stream might be a more nifty and "nuke'ish" way to tackle this job.
> In the past I often found myself with a very big nodegraph with lots of
> rotos spinning in all directions with different channel operations. I
> thought that it might be more clearly. Otherwise I get your point that it
> is helpful to really see what you are doing when there are actual
> roto-nodes going directly into grade and cc nodes.
> >
> > Don't know...I might try both options on this.
> >
> > Cheers
> >
> > S.
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[Nuke-users] [OT] ftrack integration into nuke

2013-05-08 Thread Ryan O'Phelan
Slightly off topic here, but just curious if anyone is using ftrack and
integrating into Nuke or Hiero? I would love to hear some general response
on the matter.

Thanks,
Ryan
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Re: [Nuke-users] Re: change knob value based on channel value

2012-11-02 Thread Ryan O'Phelan
Guys! Thanks! I'll have to try these when I get back to the office. I got
delayed by an angry lady named Sandy.
So far, remapping with an stmap seemed to give me some control, but I can't
wait to try some of your ideas.

Thanks again,
Ryan
On Oct 26, 2012 10:34 AM, "Howard Jones"  wrote:

> Yes works better - though you could do any maths you want from the I guess.
>
>
> Howard
>
>   --
> *From:* Lewis Saunders 
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Friday, 26 October 2012, 15:21
> *Subject:* [Nuke-users] Re: change knob value based on channel value
>
> Howard Jones wrote:
> > Would this work? or too simple?
>
> Sure!  Though if you multiply hue by the control image instead of
> adding it things get weird between red and purple, see below...
>
> It's a nice touch that Nuke's Colorspace node wraps hues above 1.0
> back to their correct values instead of clamping them.
>
> --
> Lewis Saunders
> Rainbow Dash
> London
>
>
>
> ColorWheel {
> inputs 0
> gamma 0.45
> name ColorWheel1
> selected true
> xpos -760
> ypos -828
> }
> Ramp {
> output depth
> cliptype none
> p0 {2166 786}
> p1 {936 992}
> name Ramp6
> selected true
> xpos -760
> ypos -739
> }
> Colorspace {
> colorspace_out HSV
> name Colorspace1
> selected true
> xpos -760
> ypos -625
> }
> Expression {
> expr0 r*z
> name Expression1
> selected true
> xpos -760
> ypos -553
> }
> Colorspace {
> colorspace_in HSV
> name Colorspace2
> selected true
> xpos -760
> ypos -481
> }
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[Nuke-users] change knob value based on channel value

2012-10-24 Thread Ryan O'Phelan
I'm looking for a way to drive a hue rotation (as an example) with, say a
depth map. The larger the value, the more the hue rotation.

I'm guessing this might need a sampling function. I was wondering if you
guys might have a clue for me?

Ryan
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Re: [Nuke-users] vector blur spikey artifacts on the alpha channel?

2012-07-06 Thread Ryan O'Phelan
I would try eroding the motion vectors a pixel or two less than your color
and alpha, then  comping it back in using a smaller and slightly blurred
alpha.

Hope that helps.

Ryan
On Jul 6, 2012 3:25 AM, "Joe Laude"  wrote:

> Off the top of my head, first thing I'd check is if your vector channel is
> antialiased and getting unpremulted somewhere. That could give you really
> high values along the edges where it's getting divided by the alpha.
>
> Joe Laude
> Sent from my iPhone
>
> On Jul 5, 2012, at 11:05 PM, Jordan Olson  wrote:
>
> > Hey guys!
> > I'm compositing a CG character at the moment with DOF (using depth
> > channel) and also plugging in motion vectors into a nuke Vector Blur
> > node. As I'm applying DOF first, (relatively soft)- I like to expand
> > the motion vector channels outside the character's initial alpha using
> > an erode (both in positive and negative space). This usually works
> > fine for us, but THIS time I'm getting a really strange spikey
> > artifact. Clamping has no effect on it.
> >
> > Now I've attached an image (100kb), not sure if it'll stay attached to
> > this email through the mailing list, but it's a screenshot of the
> > issue in question.
> > If I toggle the erode/expand gizmo I have on the motion vectors,
> > turning it off does solve the spikey issue, but then I'm back to
> > square one! I need to expand the motion vectors and this has always
> > worked before.
> >
> > Any ideas what could be causing the vector blur to freak out on the
> > alpha edges and give random spikey anomalies?
> > cheers,
> > Jordan
> > 
> > ___
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Re: [Nuke-users] remove unused channels

2012-06-29 Thread Ryan O'Phelan
wishes DO come true.

>From 6.3v8 release notes:

• BUG ID 15561 - A new preference has been added to suppress unwanted
channels (Preferences > Script IO > Suppress bad channels). When
enabled, any channels that are not referenced in the script are discarded
when the script is saved.
This bug refers specifically to the spurious ’redguard’ channel appearing
in customer scripts.

N o t e Suppress bad channels must be enabled and saved before loading
scripts
for it to take effect.

On Tue, Jun 19, 2012 at 3:43 AM, Howard Jones wrote:

> There were a number of causes - but in the end it was the exr we'd made
> that kept corrupting the script and all the shuffles, so as I fixed the
> shuffles, it had broken them, on every save and reopen.
> Once I'd realised this kept breaking everything then I fixed all shuffles
> and removed the read. After that it was good.
>
> Whether or not just deleting the read and importing the script would have
> worked I dont know, and it would be too much pain to find out ;)
>
> Howard
>
>   --
> *From:* Frank Rueter 
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Tuesday, 19 June 2012, 0:29
>
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  >>I cleaned up the script they came in fine next time.
> what about when you save the script and re-open it?
>
> I'd be nice to see a warning message if there are exrs being read that may
> cause channel mayhem.
>
>
> On 19/06/12 10:50 AM, Howard Jones wrote:
>
>  Good to know.
> These came from just reading in an exr from mental ray. Though I dont
> think that was the trigger as when I cleaned up the script they came in
> fine next time.
> However it was baked in as we had re-rendered the exr to improve speed and
> to try and fix another issue, which obviously failed on both accounts
>
> Howard
>
>--
> *From:* Frank Rueter  
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Monday, 18 June 2012, 22:28
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  Yes, that is an ancient old problem where it become obvious that
> channels' indices are interpreted based on their names upon loading a
> script.
> Hence "re" gets interpreted as "red" and ends up index, "gr" as green goes
> to index 1 and "bl" to index 2.
> Oops, now there are "red", "green" andf "blue" as well, oh well, channel
> mapping duty done, lets just append the rest to the end and map them to
> indices 3 to 5.
>
> Bit me in the arse when I first started learning Nuke and and thought I
> was clever having a "mattes" layer with channels "A", "B" and "C". "A"
> ended up in index 3 (cause Nuke thought it was the alpha channel) and "B"
> tried to be the blue channel.
>
> I am still not sure why this channel remapping based on names is happening
> instead of keeping track of the channels' indices and putting them where
> they came from. But I'm sure it's a major thing to change, otherwise it
> would have happened over the years.
>
> I have always asked for a simple error check when users are trying to
> create dangerous/invalid channel names to at least prevent them from being
> created again.
>
>
> frank
>
> On 19/06/12 9:01 AM, Howard Jones wrote:
>
>  Doh! wish I knew that!
> Though they were corrupted rather than unused
>  something like
> diffuse.re, diffuse.gr,diffuse.bl, diffuse.red, diffuse.green,
> diffuse.blue
>
>  Some reason they came in like this and corrupted the script, but how
> this happened in the first place I dont know.
> Anyway I digress
>
> Howard
>
>--
> *From:* Frank Rueter  
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Monday, 18 June 2012, 21:48
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  If they aren't used in any node or in any incoming exr, simply importing
> the script (rather than opening it) used to fix this (short of using a text
> editor to remove the offending lines).
>
>
>
> On 19/06/12 1:15 AM, Howard Jones wrote:
>
>  Maybe they are being used in the script somewhere. In which case they
> wont get stripped.
> I spent a good few hours cleaning up a script the other day to find I had
> a read node in it that was adding back the corrupted channels every time I
> saved. (pre 6.3v8)
>
> Howard
>
>--
> *From:* Ryan O'Phelan  
> *To:* Nuke user discussion 
> 
> *Sent:* Monday, 18 June 2012, 13:35
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  Strangely, those c

Re: [Nuke-users] remove unused channels

2012-06-18 Thread Ryan O'Phelan
Ooooh, can't wait to give that a try. All of my reads are clean, but the
script is a template that I derived from another comp. Still, the names
aren't referenced anywhere else other than the shuffle copies.

I'll report in the morning.

R
On Jun 18, 2012 7:30 PM, "Frank Rueter"  wrote:

>  >>I cleaned up the script they came in fine next time.
> what about when you save the script and re-open it?
>
> I'd be nice to see a warning message if there are exrs being read that may
> cause channel mayhem.
>
>
> On 19/06/12 10:50 AM, Howard Jones wrote:
>
>  Good to know.
> These came from just reading in an exr from mental ray. Though I dont
> think that was the trigger as when I cleaned up the script they came in
> fine next time.
> However it was baked in as we had re-rendered the exr to improve speed and
> to try and fix another issue, which obviously failed on both accounts
>
> Howard
>
>--
> *From:* Frank Rueter  
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Monday, 18 June 2012, 22:28
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  Yes, that is an ancient old problem where it become obvious that
> channels' indices are interpreted based on their names upon loading a
> script.
> Hence "re" gets interpreted as "red" and ends up index, "gr" as green goes
> to index 1 and "bl" to index 2.
> Oops, now there are "red", "green" andf "blue" as well, oh well, channel
> mapping duty done, lets just append the rest to the end and map them to
> indices 3 to 5.
>
> Bit me in the arse when I first started learning Nuke and and thought I
> was clever having a "mattes" layer with channels "A", "B" and "C". "A"
> ended up in index 3 (cause Nuke thought it was the alpha channel) and "B"
> tried to be the blue channel.
>
> I am still not sure why this channel remapping based on names is happening
> instead of keeping track of the channels' indices and putting them where
> they came from. But I'm sure it's a major thing to change, otherwise it
> would have happened over the years.
>
> I have always asked for a simple error check when users are trying to
> create dangerous/invalid channel names to at least prevent them from being
> created again.
>
>
> frank
>
> On 19/06/12 9:01 AM, Howard Jones wrote:
>
>  Doh! wish I knew that!
> Though they were corrupted rather than unused
>  something like
> diffuse.re, diffuse.gr,diffuse.bl, diffuse.red, diffuse.green,
> diffuse.blue
>
>  Some reason they came in like this and corrupted the script, but how
> this happened in the first place I dont know.
> Anyway I digress
>
> Howard
>
>--
> *From:* Frank Rueter  
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Monday, 18 June 2012, 21:48
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  If they aren't used in any node or in any incoming exr, simply importing
> the script (rather than opening it) used to fix this (short of using a text
> editor to remove the offending lines).
>
>
>
> On 19/06/12 1:15 AM, Howard Jones wrote:
>
>  Maybe they are being used in the script somewhere. In which case they
> wont get stripped.
> I spent a good few hours cleaning up a script the other day to find I had
> a read node in it that was adding back the corrupted channels every time I
> saved. (pre 6.3v8)
>
> Howard
>
>--
> *From:* Ryan O'Phelan  
> *To:* Nuke user discussion 
> 
> *Sent:* Monday, 18 June 2012, 13:35
> *Subject:* Re: [Nuke-users] remove unused channels
>
>  Strangely, those channels pop up again after setting them to none. I
> think my only solution is to either delete all channels past the first four
> via script, or just remake all of the shuffle copy nodes, which would
> probably be the best situation.
> Thanks for the help,
> Ryan
> On Jun 16, 2012 1:26 AM, "Michael Garrett"  wrote:
>
> Prior to the pesky "virus" channels like redguard for which the 6.3v8
> solution is aimed, I've found I've always been able to remove unused
> channels (even beyond the standard four in a layer) by making sure no node
> pulldown menu is referring to that channel (assuming it's not in the file
> read in by the Read node either), then restart Nuke and you should find
> it's not in any channel dropdown list any more.
>
>  If that doesn't do it, another possibility is that you have exported a
> gizmo referring to some channel you don't need, and when you cre

Re: [Nuke-users] remove unused channels

2012-06-18 Thread Ryan O'Phelan
Strangely, those channels pop up again after setting them to none. I think
my only solution is to either delete all channels past the first four via
script, or just remake all of the shuffle copy nodes, which would probably
be the best situation.

Thanks for the help,
Ryan
On Jun 16, 2012 1:26 AM, "Michael Garrett"  wrote:

> Prior to the pesky "virus" channels like redguard for which the 6.3v8
> solution is aimed, I've found I've always been able to remove unused
> channels (even beyond the standard four in a layer) by making sure no node
> pulldown menu is referring to that channel (assuming it's not in the file
> read in by the Read node either), then restart Nuke and you should find
> it's not in any channel dropdown list any more.
>
> If that doesn't do it, another possibility is that you have exported a
> gizmo referring to some channel you don't need, and when you create the
> gizmo it's dynamically adding the channels back to the script.
>
> Michael
>
>
>
> On 15 June 2012 15:07, Ryan O'Phelan  wrote:
>
>> Thanks Nathan,
>> I guess on 6.3v2 I'm out of luck then.
>>
>> R
>>
>> On Fri, Jun 15, 2012 at 4:43 PM, Nathan Rusch 
>> wrote:
>>
>>>   From the 6.3v8 release notes:
>>>
>>> "A new preference has been added to suppress unwanted channels
>>> (Preferences > Script IO > Suppress bad channels). When enabled, any
>>> channels that are not referenced in the script are discarded when the
>>> script is saved."
>>>
>>> Note that you must enable it before loading scripts for it to take
>>> effect.
>>>
>>> -Nathan
>>>
>>>
>>>  *From:* Ryan O'Phelan 
>>> *Sent:* Friday, June 15, 2012 1:06 PM
>>> *To:* Nuke user discussion 
>>> *Subject:* [Nuke-users] remove unused channels
>>>
>>> Hey guys,
>>> Do you guys know of a script to remove unused channels?
>>> I'm finding myself with a comp where over time  I've attached (via
>>> shuffleCopy) a few different Read nodes to the same layers.
>>> As a result, I have more than 4 channels attached to layers, even though
>>> they are not represented in the read sources themselves.
>>>
>>> It would be great to just wipe out the channels that don't really exist.
>>> Otherwise, I can just create those Shuffle Copy nodes again.
>>>
>>>  bumpNormals.red
>>> bumpNormals.green
>>> bumpNormals.blue
>>> bumpNormals.alpha
>>> bumpNormals.r
>>> bumpNormals.g
>>> bumpNormals.someOtherChannelName
>>> bumpNormals.a
>>>
>>>
>>> Win7 x64 Nuke 6.3
>>>
>>>
>>> Thanks!
>>> Ryan
>>>
>>>
>>>
>>> --
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>>>
>>>
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>>>
>>
>>
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>
>
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Re: [Nuke-users] remove unused channels

2012-06-15 Thread Ryan O'Phelan
Thanks Nathan,
I guess on 6.3v2 I'm out of luck then.

R

On Fri, Jun 15, 2012 at 4:43 PM, Nathan Rusch wrote:

>   From the 6.3v8 release notes:
>
> "A new preference has been added to suppress unwanted channels
> (Preferences > Script IO > Suppress bad channels). When enabled, any
> channels that are not referenced in the script are discarded when the
> script is saved."
>
> Note that you must enable it before loading scripts for it to take effect.
>
> -Nathan
>
>
>  *From:* Ryan O'Phelan 
> *Sent:* Friday, June 15, 2012 1:06 PM
> *To:* Nuke user discussion 
> *Subject:* [Nuke-users] remove unused channels
>
> Hey guys,
> Do you guys know of a script to remove unused channels?
> I'm finding myself with a comp where over time  I've attached (via
> shuffleCopy) a few different Read nodes to the same layers.
> As a result, I have more than 4 channels attached to layers, even though
> they are not represented in the read sources themselves.
>
> It would be great to just wipe out the channels that don't really exist.
> Otherwise, I can just create those Shuffle Copy nodes again.
>
>  bumpNormals.red
> bumpNormals.green
> bumpNormals.blue
> bumpNormals.alpha
> bumpNormals.r
> bumpNormals.g
> bumpNormals.someOtherChannelName
> bumpNormals.a
>
>
> Win7 x64 Nuke 6.3
>
>
> Thanks!
> Ryan
>
>
>
> --
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>
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[Nuke-users] remove unused channels

2012-06-15 Thread Ryan O'Phelan
Hey guys,
Do you guys know of a script to remove unused channels?
I'm finding myself with a comp where over time  I've attached (via
shuffleCopy) a few different Read nodes to the same layers.
As a result, I have more than 4 channels attached to layers, even though
they are not represented in the read sources themselves.

It would be great to just wipe out the channels that don't really exist.
Otherwise, I can just create those Shuffle Copy nodes again.

bumpNormals.red
bumpNormals.green
bumpNormals.blue
bumpNormals.alpha
bumpNormals.r
bumpNormals.g
bumpNormals.someOtherChannelName
bumpNormals.a


Win7 x64 Nuke 6.3


Thanks!
Ryan
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Re: [Nuke-users] When oh when

2012-04-03 Thread Ryan O'Phelan
Bill,
What kind of pipeline tools did you have in mind?
Like a "send to maya" or "send to nuke" conversion tool set?
I'm sure every studio represented here has built anim and Cam i/o tools,
and asset management tools. Community developed tools would be pretty
awesome.

Ryan
On Apr 1, 2012 12:43 AM, "Bill Gilman"  wrote:

> When are we all going to just get together and build a damn industry
> standard set of pipeline tools gluing the already standard packages (Nuke,
> Maya, AE, 3dMax, Flame, Deadline, Shotgun, RV, etc)?  I thought of doing a
> Kickstarter campaign to raise $15K to build something for free
> dissemination to people who contribute, and for a fee to those who don't.
>  But what would that something be?
>  Ideas?___
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Re: [Nuke-users] Nuke to Shake/Fusion roto

2012-03-14 Thread Ryan O'Phelan
Wow, ixir looks awesome!
On Mar 14, 2012 5:19 AM,  wrote:

> Tracksperanto or IXIR software?
> I remember that one of them allowed you to export masks:
> http://guerilla-di.org/tracksperanto
> http://www.ixirdigital.com/trackeditor.php
>
> ---
> m
>
> On Wed, Mar 14, 2012 at 6:06 AM, J Bills  wrote:
>
>> no, no nuke import.  only export.
>>
>>
>> On Tue, Mar 13, 2012 at 5:09 PM, Deke Kincaid wrote:
>>
>>> I haven't used Silhouette in a while.  Did they ever add a Rotopaint
>>> importer?  I ask because then you could export shake from it.
>>>
>>> -deke
>>>
>>> On Tue, Mar 13, 2012 at 22:25, teidenzero <
>>> nuke-users-re...@thefoundry.co.uk> wrote:
>>>
 **
 Hello everyone,
 I was wondering if there is a way to export Nuke roto files into Shake
 or Fusion without having to render out the matte.
 I heard about exporting ASCII but I'm not really sure what that means
 and how needs to be done.
 Can anyone help?

 Thank you very much

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>>>
>>>
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>>
>>
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>
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Re: [Nuke-users] Re: DiskCache node

2012-02-19 Thread Ryan O'Phelan
I've noticed a few posts about the disk cache node, and after my own
disappointments, I just ignored it.
I would really appreciate a good explanation of the proper use of this
node.

I assumed it's purpose was to spare the comper from recalculating
processor-intensive branches of a comp. I think the assumption was that the
cache was in RAM, but I believe it's on disk (which takes longer to read),
which would explain the mediocre performance that so many of us notice.
Still, I'm only guessing here.

Ryan

On Sun, Feb 19, 2012 at 1:29 PM, KiboOst
wrote:

> **
> Well even when I make entire preview in ram on last node before write,
> writing frames make Nuke re-render the exact same thing instead of direct
> write ram cache to files. Quiet disapointing, performances, playback and
> caching are really strangely outdated, specially coming from Toxik.
>
> Anyway Randy, sure I wouldn't start toxik vs nuke thread, nuke is ahead
> hands down regarding a lot of things (3d environement, customization,
> python scripting, etc etc). But when nuke works ok regarding performances,
> toxik just fly. So I can't not think of having toxik caching technology
> inside nuke, but hey, we can't have the butter and the dairywoman lol [image:
> Rolling Eyes] I just hope thefoundry dev team will have a look at this in
> the future.
>
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Re: [Nuke-users] setting threads

2012-01-23 Thread Ryan O'Phelan
I believe it refers to how many threads the current session is using, so,
yes, it affects the working speed, correct me if I'm wrong, people.
On Jan 17, 2012 3:10 AM, "sapienz" 
wrote:

> **
> I noticed when i open up random files i have been working on, i can get up
> to 6 threads by default but opening a new session of nuke, i might get only
> 3 upon checking.
>
> Does the numbers of threads affect the speed of working performance or
> does it only affect the speed of local rendering?
>
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Re: [Nuke-users] central nuke install

2011-12-15 Thread Ryan O'Phelan
You can set those attributes in the init.py file in your .nuke or user
directory.
C:\Program Files\NukeX.XvX\plugins

R

On Thu, Dec 15, 2011 at 2:26 PM, Gary Jaeger  wrote:

> Got it, thanks for the info Nathan. I'll take a look at MCollective.
>
> Sort of related to this (and equally noob-ish), is there any kind of nuke
> startup file, where we can set it so nuke always starts with a certain
> resolution and fps, for instance. Couldn't find it in the docs
>
> Thanks!
>
>
> On Thu, Dec 15, 2011 at 11:15 AM, Nathan Rusch 
> wrote:
>
>>   Well, if you’re flying solo on this whole thing,
>>
>
> --
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650 728 7060
> http://corestudio.com
>
>
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Re: [Nuke-users] Avoid aliased border in DOF with a double sized ZDepth pass?

2011-11-18 Thread Ryan O'Phelan
No, you're right. You just calculate dof double size, then scale down.
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Re: [Nuke-users] Avoid aliased border in DOF with a double sized ZDepth pass?

2011-11-18 Thread Ryan O'Phelan
I think you just need to reformat your depth.
On Nov 18, 2011 5:47 AM, "Dorian Fevrier"  wrote:

> Hi Nuke users community,
>
> I know Vray purpose a checkbox to double the size of ZDepth pass in order
> to decrease aliasing in DOF.
>
> I would like to know more about "double the sized ZDepth".
>
> So, from what I understand, you have to do your compositing at double size
> too and reformat once the DOF is done.
>
> http://forums.cgsociety.org/**showthread.php?t=841384
>
> This appear to be a little huge actually.
>
> What I would like to know here is details.
>
> Maybe you just need to upscale your compo just before the DOF and
> downscale just after
>
> To double size you RGBA image, you need a reformat right? But with which
> parameters? Impulse? Because if you upscale with a filter and downscale
> after, you loose definition no?
>
> And what bout unmult/premult? Something to change here too?
>
> If you have experiences with this don't hesitate to share it! It could
> really help me!
>
> Thanks in advance!
>
> Regards,
>
> Dorian
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Re: [Nuke-users] "other" channel in vray multichannel EXR

2011-10-24 Thread Ryan O'Phelan
I think the foundry should adopt your logic fix, as long as it numerates
multiple layerless channels, like renderid.chan1, renderid.chan2, etc.

Another clue here is that all of the naming errors are for layers with
single channels, which leads me to believe that vray is not specifying any
layers at all. Nuke is just munging them together.

I'll ask chaosgroup about this today.

Thanks for the input, guys.
Ryan
On Oct 23, 2011 12:14 PM, "Jonathan Egstad"  wrote:
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Re: [Nuke-users] "other" channel in vray multichannel EXR

2011-10-22 Thread Ryan O'Phelan
DJV sees all the layers correctly in that file. I haven't tried other
viewers.

R

On Sat, Oct 22, 2011 at 12:43 PM, John RA Benson <
john.benson.macg...@gmail.com> wrote:

> **
> Does nuke really have a bad name handling bug if the layer names aren't
> written to the exr spec? Seems like it would be a lot better to make the
> fixes upstream than wait/have nuke do a fix that could end up creating other
> issues. I'd be curious how other viewers read your layer?
>
> I have to admit, I'd personally rather nuke didn't do any automatic fixing
> for me, like setting colorspaces and calling a layer.Z a "depth" channel or
> the UV's 'forward' and 'motion'. Why not leave it alone and call it what the
> user wanted to call it? Maybe that's the fix because then it wouldn't
> matter?
>
> jrab
>
> Ryan O'Phelan wrote:
>
> Thanks. Will do.
>
>  R
>
> On Thu, Oct 20, 2011 at 3:44 PM, Jonathan Egstad wrote:
>
>>  The exrReader is not doing the correct name munging when converting the
>> file's channel name into the Nuke channel name.
>>
>>  The vray channel is likely missing a separator in it's name ('.') that
>> the reader normally uses to split layer from channel.  Either modify the
>> exrReader.cpp code to handle it, or change the vray channel name to include
>> a '.' - like 'renderID.index' or something like that.
>>
>>  (and submit a bug report to the Foundry describing the bad name
>> handling)
>>
>>  -jonathan
>>
>>   On Oct 19, 2011, at 1:40 PM, Ryan O'Phelan wrote:
>>
>>   let me revise a bit.
>> The UV pass comes into nuke as "forward"
>> the renderID comes in as either other.red or other.green.
>>
>>  Strange...
>>
>>  R
>>
>> On Wed, Oct 19, 2011 at 4:34 PM, Ryan O'Phelan wrote:
>>
>>> I've noticed that our renderId and UV passes from maya vray 2.0 come in
>>> to nuke as a channel named "other".
>>> The UV layer is missing, but it's channels end up as separate channels in
>>> "other".
>>>
>>>  We haven't had this issue before mainly because we weren't using
>>> multichannel files. Is there a naming convention that would stop this from
>>> happening?
>>>
>>>
>>>  Thanks,
>>> Ryan
>>>
>>
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Re: [Nuke-users] "other" channel in vray multichannel EXR

2011-10-21 Thread Ryan O'Phelan
Thanks. Will do.

R

On Thu, Oct 20, 2011 at 3:44 PM, Jonathan Egstad wrote:

> The exrReader is not doing the correct name munging when converting the
> file's channel name into the Nuke channel name.
>
> The vray channel is likely missing a separator in it's name ('.') that the
> reader normally uses to split layer from channel.  Either modify the
> exrReader.cpp code to handle it, or change the vray channel name to include
> a '.' - like 'renderID.index' or something like that.
>
> (and submit a bug report to the Foundry describing the bad name handling)
>
> -jonathan
>
> On Oct 19, 2011, at 1:40 PM, Ryan O'Phelan wrote:
>
> let me revise a bit.
> The UV pass comes into nuke as "forward"
> the renderID comes in as either other.red or other.green.
>
> Strange...
>
> R
>
> On Wed, Oct 19, 2011 at 4:34 PM, Ryan O'Phelan wrote:
>
>> I've noticed that our renderId and UV passes from maya vray 2.0 come in to
>> nuke as a channel named "other".
>> The UV layer is missing, but it's channels end up as separate channels in
>> "other".
>>
>> We haven't had this issue before mainly because we weren't using
>> multichannel files. Is there a naming convention that would stop this from
>> happening?
>>
>>
>> Thanks,
>> Ryan
>>
>
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[Nuke-users] Re: "other" channel in vray multichannel EXR

2011-10-19 Thread Ryan O'Phelan
let me revise a bit.
The UV pass comes into nuke as "forward"
the renderID comes in as either other.red or other.green.

Strange...

R

On Wed, Oct 19, 2011 at 4:34 PM, Ryan O'Phelan wrote:

> I've noticed that our renderId and UV passes from maya vray 2.0 come in to
> nuke as a channel named "other".
> The UV layer is missing, but it's channels end up as separate channels in
> "other".
>
> We haven't had this issue before mainly because we weren't using
> multichannel files. Is there a naming convention that would stop this from
> happening?
>
>
> Thanks,
> Ryan
>
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[Nuke-users] "other" channel in vray multichannel EXR

2011-10-19 Thread Ryan O'Phelan
I've noticed that our renderId and UV passes from maya vray 2.0 come in to
nuke as a channel named "other".
The UV layer is missing, but it's channels end up as separate channels in
"other".

We haven't had this issue before mainly because we weren't using
multichannel files. Is there a naming convention that would stop this from
happening?


Thanks,
Ryan
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Re: [Nuke-users] Exporting CameraTracker to fbx overscale problem

2011-10-11 Thread Ryan O'Phelan
Cookies!
I thought that problem had more to do with the Fbx plugin on the Maya side.
If I remember correctly, there's a setting in the interpreter for scaling
the scene.

On Wednesday, October 5, 2011, Nic  wrote:
> Hi Everyone,
> I was wondering if someone could shed some light on an problem I am
having.
> Ok so I have tracked a scene in nukex's camera tracker and now I want to
export the camera tracking data along with the pointcloud and various
stationary spheres into maya, using the default settings of the WriteGeo
node (switching the output of course to fbx).
> Now the problem is that everything brought into Maya is now overscaled or
underscaled and where as the maya operator can scale it up and down, it is
not 100% accurate in the track anymore.
> Is there a way to make it so, convert it so what I see in Nuke is what i
see in Maya? should I be looking more on the nuke end of things or the maya
side of things? Or do I need an outside script to get it right? I am using
Nuke 6.2v3...
>
> Oh and yes, a free cookie crumb to the first who answers me... ;)
>
> Thanks in advance!!!
> -Nic :)
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Re: [Nuke-users] On set data template

2011-10-03 Thread Ryan O'Phelan
Yeah, I read your response there first. :)
On Oct 1, 2011 12:56 PM, "Dan Walker"  wrote:
> Opps, this last email was intended for the global pipeline vfx group.
>
> Sorry if I confused yall! :-)
>
> Dan
> On Sep 29, 2011 10:51 AM, "Dan Walker"  wrote:
>> Wow, brings back memories of trying to create a group that would be open
> to
>> collaborate/share tools, ideas, workflows, pipeline, etc...
>>
>> I put together a "Siggraph - Birds of a Feather" primarily for Maya/Linux
> in
>> 2001/2002. The goal was to talk, share, discuss issues mentioned above
and
>> at this point in our industry, we all were in the midst of transitioning
>> from SGI to Linux. Many issues at this time regarding video cards, movie
>> libraries, ability to play movies on Linux systems The list went on
> and
>> on, hence my frustration and being at a studio 2000 miles away from
>> Hollywood didn't help.
>>
>> We had Alias/Wavefront product managers, Pipelinefx (Qube), ILM,
> Dreamworks,
>> PDI, R&H, DD Sups and TD's there. It was great, but my execution on
follow
>> up and creating a forum or venue to continue discussions didn't come to
>> mind, until it was too late. Fizzle fizzle fizzle, poof. So, all of that
>> effort went the way of the dinos.
>>
>> Kinda bums me out, because everyone seemed on-board with the concept and
> one
>> of the larger studios (I believe Dreamworks) had been talking about
>> releasing some movie libs, codec's and what have you, into the Linux Open
>> Source domain. We (new adopters of the Linux platform) couldn't play
> movies
>> in any format! So, who do we rely on, to get this working? IRIDAS Frame
>> Cycler was also in Beta at the time and they were the only ones that had
>> promise. Fcheck was about the fanciest img viewing product out there. At
>> this time, Dreamworks had quiet a lot of time and money invested in
Linux,
>> thanks to Ed Leonard.
>>
>> Anyway, just wanted to say, there is hope, but there's gotta be a
> conscious
>> effort to get others involved in something as big as standardizing
> anything
>> industry wide. Emails flying around and forums are good but not good
>> enough. You have to contact and involve the Big Hitter's, not only on
>> forums and emails but in person at events that ACM Siggraph and VFX
> Society
>> hold.
>>
>> Good luck in your efforts!!!
>>
>>
>> -Dan Walker
>>
>>
>>
>>
>>
>> On Sun, Sep 25, 2011 at 12:55 PM, Deke Kincaid >wrote:
>>
>>> Just a side note on this. There was a cool panel at siggraph about
global
>>> vfx pipelines. A few of the speakers talked about standardizing metadata
>>> collected on set and used in the studio pipelines for consistency when
>>> working across multiple studios. Also working with companies like
shotgun
>>> to use this template to map data so you can more easily move assets
> between
>>> companies.
>>>
>>> http://groups.google.com/group/global-vfx-pipelines
>>>
>>> Sam Richards said he was going to publish his google docs template of
his
>>> proposal.
>>>
>>> -deke
>>>
>>> On Sep 25, 2011, at 2:41, Ron Ganbar  wrote:
>>>
>>> Looks good. Thanks!
>>>
>>>
>>> Ron Ganbar
>>> email: ron...@gmail.com
>>> tel: +44 (0)7968 007 309 [UK]
>>> +972 (0)54 255 9765 [Israel]
>>> url: http://ronganbar.wordpress.com/
>>>
>>>
>>>
>>> On 25 September 2011 12:26, Ilya Lindberg < 
>>> ilya.lindb...@gmail.com> wrote:
>>>
 Hi!
 You can try this 
 http://www.drylab.no/cam_report/features/
 Helped me a lot when I worked on set, after gathering all the
> information
 and synchronization are available online printable version.


 --
 Ilya Lindberg - clients.shotty.ru - vfx &
 animation for film and commercials

 On Sunday, September 25, 2011 at 1:16 PM, Ron Ganbar wrote:

 Hey,
 Unrelated to Nuke - hope I'm not seriously breaking any rules.

 Anybody has a data gathering template (printable) for on set
> supervision?
 Just something convenient for storing camera info, fg location, etc per
 shot.

 Much appreciated.


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

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Re: [Nuke-users] nuke python - ShuffleCopy

2011-10-03 Thread Ryan O'Phelan
Wait, what?

Input 1
Red
Green
Blue
Alpha
Black
White

Input 2
Red2
Green2
Blue2
Alpha2
Black2
White2

Not like this? I'm not in front of nuke. I gotta check that out.

R
On Oct 2, 2011 5:03 PM,  wrote:
> Wow, a bit too odd for me. Thanks Nathan for your answer, i really
appreciate
> cheers
> philhub
>
>
>
> - Mail original -
> De: "Nathan Rusch" 
> À: "Nuke user discussion" 
> Envoyé: Samedi 1 Octobre 2011 19:07:21
> Objet: Re: [Nuke-users] nuke python - ShuffleCopy
>
> You are missing something, but that something happens to be a
long-standing
> "bug" (feature?) in the ShuffleCopy node in which the layer 2 channel
output
> knobs are named incorrectly. From top to bottom, all of the output knobs
are
> named as follows:
>
> -red
> -green
> -blue
> -alpha
> -black
> -white
> -red2
> -green2
>
> Therefore, what you would expect to be 'red2' is actually 'black', etc.
>
> -Nathan
>
>
> -Original Message-
> From: philhubfor...@free.fr
> Sent: Saturday, October 01, 2011 1:38 AM
> To: Nuke user discussion
> Subject: Re: [Nuke-users] nuke python - ShuffleCopy
>
> Concerning ShuffleCopy it seems to have another more annoying bug.
> The channel select box of the second output behave wildy, i can't manage
to
> tick the red and green box.
> Let copy/paste this example to see what i mean
>
> first to check the normal behavior :
>
> shuf = nuke.createNode("ShuffleCopy")
> shuf['red'].setValue('alpha')
> shuf['green'].setValue('alpha')
> shuf['blue'].setValue('alpha')
>
> then this snippet shows the weird thing :
>
> shuf['out'].setValue('none')
> shuf['out2'].setValue('rgba')
> shuf['red2'].setValue('alpha')
> shuf['green2'].setValue('alpha')
> shuf['blue2'].setValue('alpha')
>
> only the two last (blue and alpha) triggers, not red and green.
>
>
> Am i missing something, or is it a known bug, otherwise i'll go report it
to
> the support
> cheers,
> philhub
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Re: [Nuke-users] On set data template

2011-09-27 Thread Ryan O'Phelan
Ron, I shared a google doc sheet that I use often. I have a more designed
version that I use in my company. I find making tiny columns like INT/EXT
L1/L2/L3 etc. lets me circle them rather than write those details.

I have also set up a google form that is somewhat similar. The interesting
thing there is that when you submit the form (after every take) it is
automatically compiled into a spreadsheet when you're done. Nifty!
I still like paper better, because I draw lots of diagrams.

Good luck,
R

On Sun, Sep 25, 2011 at 3:57 PM, Ron Ganbar  wrote:

> That would be really cool.
> But on things like collaboration between companies I become a skeptic. I'll
> be the first to adopt this idea, though.
>
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
>
> On 25 September 2011 22:55, Deke Kincaid  wrote:
>
>> Just a side note on this.  There was a cool panel at siggraph about global
>> vfx pipelines.  A few of the speakers talked about standardizing metadata
>>  collected on set and used in the studio pipelines for consistency when
>> working across multiple studios.  Also working with companies like shotgun
>> to use this template to map data so you can more easily move assets between
>> companies.
>>
>> http://groups.google.com/group/global-vfx-pipelines
>>
>> Sam Richards said he was going to publish his google docs template of his
>> proposal.
>>
>> -deke
>>
>> On Sep 25, 2011, at 2:41, Ron Ganbar  wrote:
>>
>> Looks good. Thanks!
>>
>>
>> Ron Ganbar
>> email: ron...@gmail.com
>> tel: +44 (0)7968 007 309 [UK]
>>  +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>>
>> On 25 September 2011 12:26, Ilya Lindberg < 
>> ilya.lindb...@gmail.com> wrote:
>>
>>>  Hi!
>>> You can try this  
>>> http://www.drylab.no/cam_report/features/
>>> Helped me a lot when I worked on set, after gathering all the information
>>> and synchronization are available online printable version.
>>>
>>>
>>> --
>>> Ilya Lindberg - clients.shotty.ru - vfx &
>>> animation for film and commercials
>>>
>>> On Sunday, September 25, 2011 at 1:16 PM, Ron Ganbar wrote:
>>>
>>> Hey,
>>> Unrelated to Nuke - hope I'm not seriously breaking any rules.
>>>
>>> Anybody has a data gathering template (printable) for on set supervision?
>>> Just something convenient for storing camera info, fg location, etc per
>>> shot.
>>>
>>> Much appreciated.
>>>
>>>
>>> Ron Ganbar
>>> email: ron...@gmail.com
>>> tel: +44 (0)7968 007 309 [UK]
>>>  +972 (0)54 255 9765 [Israel]
>>> url: http://ronganbar.wordpress.com/
>>>
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>>>
>>>
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Re: [Nuke-users] Re: Finishing workflow with Nuke / OS X

2011-09-15 Thread Ryan O'Phelan
It sounds like when its time to upgrade/replace your flame, then you can
talk nuke. Otherwise, it doesn't seem like there's a good place for it, IMO.

R
On Sep 14, 2011 11:59 PM, "Constantin Lorenz" <
nuke-users-re...@thefoundry.co.uk> wrote:
>
> Jonas Drehn Larsson wrote:
>>
>>
>> Also if anybody has a nice Adobe Premiere, Nuke and AE workflow going
>> on this would be fun to discuss.
>>
>
>
> I'm also very interested in the best way to work inside a Premiere/Nuke
Pipeline. Maybe make that a RED/Premiere/Nuke pipeline. :)
>
>
>
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Re: [Nuke-users] 3D object tessellation

2011-09-12 Thread Ryan O'Phelan
I don't think there's a smooth function in nuke. That is the domain of your
3d app. If you're not using shaders in nuke, you might consider projecting
mattes/alphas from 3d onto your low Res geo. Just make sure your lo Res is
larger than your high Res.

Good luck,
R
On Sep 8, 2011 10:48 AM,  wrote:
> Hi,
>
> I can't figure out how to increase the tessellation/subdivisions of a 3D
> object out of XSI.
> It should work by increasing the number in the "tessellation max" field of
> the scanline render node, right? But that doesn't seem to change anything.
> Is it possible at all? I couldn't find any other adjustments neither in
> the readGeo node nor in any other nodes.
>
> Do I have to get a high-poly version out of the 3D-application?
>
> NukeX 6.3v1, Win7, 64-bit.
>
> Any help/thoughts appreciated.
>
> Regards,
> Anselm
>
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Re: [Nuke-users] Hiero

2011-09-12 Thread Ryan O'Phelan
fan-freaking-tastic!

R

On Sat, Sep 10, 2011 at 4:13 AM, Ron Ganbar  wrote:

> I had a play with it and it's everything I ever wanted for working with
> Nuke on commercials. Ticks all the boxes.
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
>
> On 10 September 2011 00:36, Thorsten Kaufmann <
> thorsten.kaufm...@mackevision.de> wrote:
>
>> Heya,
>>
>> as said via pretty much all other channels i had available:
>>
>> GIMME GIMME GIMME! :)
>>
>> Thorsten
>> 
>> Von: nuke-users-boun...@support.thefoundry.co.uk [
>> nuke-users-boun...@support.thefoundry.co.uk] im Auftrag von Deke Kincaid
>> [dekekinc...@gmail.com]
>> Gesendet: Freitag, 9. September 2011 23:33
>> An: nuke-users@support.thefoundry.co.uk
>> Betreff: [Nuke-users] Hiero
>>
>> In case you guys haven't been paying attention to IBC.
>>
>>
>> The Foundry announced HIERO, a new conform and vfx workflow tool designed
>> to work with NUKE, but flexible to work with any product. Utilizing tech
>> from the now end-of-life STORM, the product fills a timeline-based gap in
>> the shot-based NUKE workflow.
>>
>> Be sure to check out fxguidetv #119 for an exclusive look at HEIRO, with
>> The Foundry co-founder and CTO Bruno Nicoletti and Senior Product Manager
>> Matt Plec.
>>
>> http://www.fxguide.com/quicktakes/the-foundry-announces-hiero/
>> http://www.fxguide.com/fxguidetv/fxguidetv-119-the-foundrys-new-heiro/
>>
>> cheers
>> -deke
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>
>
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Re: [Nuke-users] nuke renders and server loads

2011-09-06 Thread Ryan O'Phelan
Thanks Ivan,
That's some really good info. I'll check it out.

Ryan

On Tue, Sep 6, 2011 at 2:06 AM, Ivan Busquets wrote:

> Hi,
>
> Found the script I sent a while back as an example of picking layers in
> merges using up more resources.
> Just tried it in 6.3, and I still get similar results.
>
> Script attached for reference. Try viewing/rendering each of the two groups
> while keeping an eye on memory usage of your Nuke process.
>
> Cheers,
> Ivan
>
>
>
> On Mon, Sep 5, 2011 at 11:42 AM, Ivan Busquets wrote:
>
>> Another thing is it sounds like you are shuffling out the channels to the
>>> rgb before you merge them.  This also does quite a hit in speed.  It is far
>>> faster to merge and pick the channels you need rather then shuffling them
>>> out first.
>>>
>>
>> That's interesting. My experience has usually been quite the opposite. I
>> find the same operations done in Merges after shuffling to rgb are faster,
>> and definitely use less resources, than picking the relevant layers inside
>> the Merge nodes.
>>
>> Back in v5, I sent a script to support as an example of this behavior,
>> more specifically how using layers within the Merge nodes caused memory
>> usage to go through the roof (and not respect the memory limit in the
>> preferences). At the time, this was logged as a memory leak bug. I don't
>> think this was ever resolved, but to be fair this is probably less of an
>> issue nowadays with higher-specced workstations.
>>
>> Hearing that you find it faster to pick layers in a merge node than
>> shuffling & merging makes me very curious, though. I wonder if, given enough
>> memory (so it's not depleted by the mentioned leak/overhead), some scripts
>> may indeed run faster that way. Do you have any examples?
>>
>> And going back to the original topic, my experience with multi-channel exr
>> files is:
>>
>> - Separate exr sequences for each aov/layer is faster than a single
>> multi-channel exr, yes. As you mentioned, exr stores additional
>> channels/layers in an interleaved fashion, so the reader has to step through
>> all of them before going to the next scanline, even if you're not using them
>> all. Even if you read each layer separately and copy them all into layers in
>> your script (so you get the equivalent of a multi-channel exr), this is
>> still faster than using a multi-channel exr file.
>>
>> - When merging different layers coming from the same stream, I find
>> performance to be better when shuffling layers to rgba and keeping merges to
>> operate on rgba. (although this is the opposite of what Deke said, so your
>> mileage may vary)
>>
>> Cheers,
>> Ivan
>>
>> On Thu, Sep 1, 2011 at 1:55 PM, Deke Kincaid wrote:
>>
>>> Exr files are interleaved.  So when you look at some scanlines, you need
>>> to read in every single channel in the EXR from those scanlines even if you
>>> only need one of them.  So if you have a multichannel file with 40 channels
>>> but you only use rgba and one or two matte channels, then your going to
>>> incur a large hit.
>>>
>>> Another thing is it sounds like you are shuffling out the channels to the
>>> rgb before you merge them.  This also does quite a hit in speed.  It is far
>>> faster to merge and pick the channels you need rather then shuffling them
>>> out first.
>>>
>>> -deke
>>>
>>> On Thu, Sep 1, 2011 at 12:37, Ryan O'Phelan wrote:
>>>
>>>> Recently I've been trying to evaluate the load of nuke renders on our
>>>> file server, and ran a few tests comparing multichannel vs. 
>>>> non-multichannel
>>>> reads, and my initial test results were opposite of what I was expecting.
>>>> My tests showed that multichannel comps rendered about 20-25% slower,
>>>> and made about 25% more load on the server in terms of disk reads. I was
>>>> expecting the opposite, since there are fewer files being called with
>>>> multichannel reads.
>>>>
>>>> For what it's worth, all reads were zip1 compressed EXRs and I tested
>>>> real comps, as well as extremely simplified comps where the multichannel
>>>> files were branched and then fed into a contact sheet. I was monitoring
>>>> performance using the performance monitor on the file server using only 20
>>>> nodes and with almost nobody using the server.
>>>>
>>>> Can anyone explain this? Or am I wrong and n

Re: [Nuke-users] nuke renders and server loads

2011-09-01 Thread Ryan O'Phelan
All exrs are zip1 scanline. We created the multichannels in nuke from zip1
vray renders.
On Sep 1, 2011 8:41 PM, "Deke Kincaid"  wrote:
> Sorry, no benchmarks yet. I started making a doc about exr to put up on
> nukepedia that one day I will finish.
>
> Ryan: are the exr files scanline or tile exr's?
>
> -deke
>
>
> On Thu, Sep 1, 2011 at 14:18, Dan Walker  wrote:
>
>> Hey Deke,
>>
>> Could you elaborate on the last paragraph. Given a multi chan EXR. Are
>> there bench mark tests that have been done to track optimal setups in
comps?
>> Basically, better to do this than that. I know there are a multitude of
>> scenarios you have to consider but there are some tips users can supply
>> based on their experiences.
>>
>> I'd say submitting them in an email thread is probably the best approach
or
>> the Foundry can compile and validate the submitted tips. They're not busy
>> working on anything at the moment, right?! ;-)
>>
>>
>>
>>
>> On Thu, Sep 1, 2011 at 1:55 PM, Deke Kincaid wrote:
>>
>>> Exr files are interleaved. So when you look at some scanlines, you need
>>> to read in every single channel in the EXR from those scanlines even if
you
>>> only need one of them. So if you have a multichannel file with 40
channels
>>> but you only use rgba and one or two matte channels, then your going to
>>> incur a large hit.
>>>
>>> Another thing is it sounds like you are shuffling out the channels to
the
>>> rgb before you merge them. This also does quite a hit in speed. It is
far
>>> faster to merge and pick the channels you need rather then shuffling
them
>>> out first.
>>>
>>> -deke
>>>
>>> On Thu, Sep 1, 2011 at 12:37, Ryan O'Phelan wrote:
>>>
>>>> Recently I've been trying to evaluate the load of nuke renders on our
>>>> file server, and ran a few tests comparing multichannel vs.
non-multichannel
>>>> reads, and my initial test results were opposite of what I was
expecting.
>>>> My tests showed that multichannel comps rendered about 20-25% slower,
and
>>>> made about 25% more load on the server in terms of disk reads. I was
>>>> expecting the opposite, since there are fewer files being called with
>>>> multichannel reads.
>>>>
>>>> For what it's worth, all reads were zip1 compressed EXRs and I tested
>>>> real comps, as well as extremely simplified comps where the
multichannel
>>>> files were branched and then fed into a contact sheet. I was monitoring
>>>> performance using the performance monitor on the file server using only
20
>>>> nodes and with almost nobody using the server.
>>>>
>>>> Can anyone explain this? Or am I wrong and need to redo these tests?
>>>>
>>>> Thanks,
>>>> Ryan
>>>>
>>>>
>>>>
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>>>>
>>>
>>>
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>>
>>
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Re: [Nuke-users] nuke renders and server loads

2011-09-01 Thread Ryan O'Phelan
I shuffled out the multichannel files for the contact sheet. Sometimes I
keep multichannel files directly on the b line, and do merges (eg. Plus
reflection over lighting) inline, which seems to be the most efficient way,
node-wise.

Shuffling out is more intuitive, and gives a more visual sense of where
color corrects are. I don't want this discussion to turn into ye old "what's
the best way to lay out your comp" discussion, but if it nullifies the
advantages of using multichannel files to shuffle them out, that's pretty
interesting.

I would be interested to hear if any of you have server issues while running
nuke renders on the farm, and very interested to hear what you did about it.

On Sep 1, 2011 5:18 PM, "Dan Walker"  wrote:
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[Nuke-users] nuke renders and server loads

2011-09-01 Thread Ryan O'Phelan
Recently I've been trying to evaluate the load of nuke renders on our file
server, and ran a few tests comparing multichannel vs. non-multichannel
reads, and my initial test results were opposite of what I was expecting.
My tests showed that multichannel comps rendered about 20-25% slower, and
made about 25% more load on the server in terms of disk reads. I was
expecting the opposite, since there are fewer files being called with
multichannel reads.

For what it's worth, all reads were zip1 compressed EXRs and I tested real
comps, as well as extremely simplified comps where the multichannel files
were branched and then fed into a contact sheet. I was monitoring
performance using the performance monitor on the file server using only 20
nodes and with almost nobody using the server.

Can anyone explain this? Or am I wrong and need to redo these tests?

Thanks,
Ryan
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Re: [Nuke-users] Nuke and Quicktime

2011-08-16 Thread Ryan O'Phelan
And what do we need to do to insure that QuickTime helper doesn't launch? I
see it there even if I don't have any apple related write codes or read
nodes.
On Aug 16, 2011 9:10 AM, "Alex"  wrote:
> Hi list,
>
> I was wondering if anyone had been experiencing this problem? And if so if
> they had found a solution?
>
> Were running nuke 6.3v2 on windows 7 when I close nuke, for someone else
to
> get the license on their workstation
> the license gets lost, and its not until i go into my process on my task
> manager and close down all my instances of
> nuke quicktime helper that the license gets released, this is not
> unworkable just a annoyance really.
>
> Thanks for any help
>
> Alex Dorman
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Re: [Nuke-users] DJV

2011-08-12 Thread Ryan O'Phelan
Djv hasn't been touched for two years. I wonder if Darby is going to come
back to that project.
On Aug 12, 2011 4:32 AM, "Dan Rosen"  wrote:
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Re: [Nuke-users] Fwd: Red .r3d files

2011-07-29 Thread Ryan O'Phelan
yes, it works just fine here using 6.2v1

R

On Fri, Jul 29, 2011 at 5:10 PM, Dan Rosen  wrote:
> sorry, meant to send this to nuke-users.
>
>
> -- Forwarded message --
> From: Dan Rosen 
> Date: Fri, Jul 29, 2011 at 2:05 PM
> Subject: Red .r3d files
> To: Foundry 
>
>
> Anyone know if Nuke can read full frame sequences with Red .r3d files?
> l can see one single image, but not an entire sequence. I only have
> Nuke/NukeX and not Storm.
>
> We are currently using RedCine to convert frames to output DPXs.
>
> Thanks,
> Dan
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Re: [Nuke-users] Rotating position passes

2011-07-22 Thread Ryan O'Phelan
I'm just curious. Are you moving a volumetric matte, and want to be able to
move it on, say the z axis, but the 3d team made the scene from the side or
at an angle? Is that the issue?
On Jul 22, 2011 10:05 PM, "Tim BOWMAN"  wrote:
> Wow -- me too! And right now, too!
>
> Thanks Michael!
>
> -t
>
> On Fri, Jul 22, 2011 at 9:46 AM, matt estela  wrote:
>
>> Fantastic, needed this RIGHT NOW, excellent timing. :)
>>
>> -matt
>>
>>
>>
>>
>> On 21 July 2011 23:55, Michael Garrett  wrote:
>>
>>> Yes, it can be done. Just plug this into your position pass and change
>>> the input channels if necessary:
>>>
>>> set cut_paste_input [stack 0]
>>> version 6.2 v1
>>> push $cut_paste_input
>>> Axis2 {
>>> rotate {0 -17 0}
>>> name Axis1
>>> selected true
>>> xpos -120
>>> ypos -318
>>> }
>>> push 0
>>> ColorMatrix {
>>> matrix {
>>> {{Axis1.world_matrix.0} {Axis1.world_matrix.1}
>>> {Axis1.world_matrix.2}}
>>> {{Axis1.world_matrix.4} {Axis1.world_matrix.5}
>>> {Axis1.world_matrix.6}}
>>> {{Axis1.world_matrix.8} {Axis1.world_matrix.9}
>>> {Axis1.world_matrix.10}}
>>> }
>>> name ColorMatrix1
>>> selected true
>>> xpos -270
>>> ypos -215
>>> }
>>>
>>>
>>>
>>
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Re: [Nuke-users] Invitation to connect on LinkedIn

2011-07-20 Thread Ryan O'Phelan
I think he added the list by accident.

R

On Wed, Jul 20, 2011 at 10:19 AM, Jonathan Skabla
wrote:

> Me neither, and I am not sure we have met too. Please let us know this is
> not spam
>
> --
> Sincerely,
>
> Jonathan Skabla
> jonathanska...@gmail.com
> www.jonathanskabla.com
> 732-589-8805
>
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Re: [Nuke-users] DOF Bokeh variations ?

2011-07-11 Thread Ryan O'Phelan
anyone have any examples of peregrine labs bokeh?

On Mon, Jul 11, 2011 at 3:43 PM, Colin Doncaster wrote:

> I can get you a trial license of http://peregrinelabs.com/bokeh if you
> want to give it a go.  I'm sure the tool can be extended to support what
> you're trying to do.
>
> cheers
>
> On 2011-07-11, at 12:18 PM, a...@curvstudios.com wrote:
>
> > Anyone have a nice solution / tool for animated growing / shrinking of
> DOF
> > Bokeh on say, particles moving away from camera ?
> >
> > I'm trying to create Flotsam for several underwater shots with particles.
> > I can cut the particles into different depth slices, then vary their DOF
> > bokeh, and re-combine...but its in the animation proximity to camera
> which
> > gets difficult to prevent the dissolve anomalie...effect.
> >
> > Has anyone used openFX Frischluft with success in this scenario ? or does
> > it exhibit the same problem ?
> >
> > thx,
> > Ari
> >
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Re: [Nuke-users] switching write node to read

2011-06-29 Thread Ryan O'Phelan
I make a simple mistake with this all the time. I forget to render all the
channels that I need to use, so it errors. Are you sure you're rendering the
right channels?
R

On Wed, Jun 29, 2011 at 5:46 AM, Joerg Bruemmer
wrote:

> Hi guys,
> maybe it is me, but i never get that to work. I want to render a prerender.
> So I put in a write node - render that as exr - switch to read file - error.
> Why is that?
> Cheers,
> Joerg___
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Re: Re: [Nuke-users] Feature requests...

2011-06-21 Thread Ryan O'Phelan
I hope that didn't start at #1

R

On Tue, Jun 21, 2011 at 7:54 AM, Johan Boije  wrote:

> Sweeet.
>
> On Tue, Jun 21, 2011 at 1:28 PM, Howard Jones wrote:
>
>> Almost finished 1. Feature #19458 ;)
>>
>> H
>>
>> --
>> *From:* Johan Boije 
>> *To:* Nuke user discussion 
>> *Sent:* Mon, 20 June, 2011 22:00:15
>>
>> *Subject:* Re: Re: [Nuke-users] Feature requests...
>>
>> Got my requests logged. Make your voice heard if you like them too.
>>
>>
>> 1. A feature request for scanning sub-folders for media files from the
>> file
>> browser menu have been logged. (Feature #19458)
>>
>> 2. Your request for having the recently visited sub-folders having
>> highlighted
>> while going up in the folder structure has now been logged as a feature
>> request. (Feature #19460)
>>
>> 3. Also, I have logged a feature request (Feature #19462) for the creation
>> of
>> hot-keys for entering a folder and to go up one level.
>>
>>
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>
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Re: [Nuke-users] Can not render quicktime Photo JPEG on renderfarm

2011-06-20 Thread Ryan O'Phelan
While were on the subject, we use ffmpeg on the farm to make mpg, but I
would love to script QT to make movs. I know deadline does it, but we use
muster.  Suggestions?

Ryan

On Jun 20, 2011 2:06 AM, "Ron Ganbar"  wrote:
>
> Can you describe the problem again with your new findings?
>
> R
>
> On Jun 20, 2011 6:29 AM, "Sebastian Kral"  wrote:
> > Hi guys,
> >
> > sorry for the late answer I had to take care of other problems first.
> > I also did some other research on my end.
> > Unfortunately I was wrong nuke does not render locally. It did render
because the codec is not only set but also there is a template write node
being copied afterwards. So on the local machine I ignored the error because
it seemed to work. That is not the case if I disable the template copying.
> >
> > Perhaps you have a new approach for me. I am still clueless.
> >
> > Cheers
> >
> > Sebastian
> >
> >
> > Am 15.06.2011 um 15:31 schrieb adam jones:
> >
> >> Ah
> >> I seem to be missing a large part of this thread.
> >>
> >> Yep we render to deadline and then have deadline to render a qt at end
of sequence render
> >>
> >> -adam
> >>
> >> Sent from my iPhone
> >>
> >> On 15/06/2011, at 16:16, Randy Little  wrote:
> >>
> >>> Adam they are not talking about using multiple machines to render a
quicktime they are talking about using a machine on the farm as a qt time
rendering box which is a pretty common pipeline thing to do.
> >>> Also you can distributed render QT on a farm if its a Mac farm using
compressor.
> >>>
> >>>
> >>> Randy S. Little
> >>> http://www.rslittle.com
> >>>
> >>>
> >>>
> >>>
> >>> On Wed, Jun 15, 2011 at 00:03, adam jones  wrote:
> >>> you can not render a quicktime file over a render farm.
> >>>
> >>> it kinda makes sense if you think about it.
> >>>
> >>> render the frame sequence first then create a movie file.
> >>>
> >>> -adam
> >>>
> >>> On 15/06/2011, at 3:01 PM, nand kishor wrote:
> >>>
>  May be page 704 of User Guid help you regarding quick time render.
> 
>  On Tue, Jun 14, 2011 at 7:17 PM, Ron Ganbar  wrote:
>  Sebastian,
>  as we eliminated all other problems, the only thing I have left to
suspect is deadline. I never used deadline, so I don't know what it's issues
are.
>  Anybody successfully did this on deadline?
> 
> 
> 
>  Ron Ganbar
>  email: ron...@gmail.com
>  tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
>  url: http://ronganbar.wordpress.com/
> 
> 
> 
>  On 14 June 2011 12:36, Abraham Schneider  wrote:
>  @Abraham: I have an english win 7 and installed an english version
>  of quicktime (7.6.9). unfortunately before i had chinese in the
>  "language for non-unicode programs" option in the "region and
>  language" settings. I changed it to english, uninstalled quicktime
>  and reinstalled the english version again to be sure. unfortunately
>  it did not help.
> 
>  and you have an english Win 7 and QT on both machines, the
workstation
>  where you created the setup and the render machine?
> 
>  Abraham
> 
> 
> 
> 
> 
>  Am 13.06.2011 um 17:09 schrieb Ron Ganbar:
> 
>  And are you sending all the frames to a single machine?
> 
> 
>  Ron Ganbar
>  email: ron...@gmail.com
>  tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
>  url: http://ronganbar.wordpress.com/
> 
> 
> 
>  On 13 June 2011 09:54, Sebastian Kral  wrote:
>  Sorry, forgot to mension we are using windows 7 on all machines.
> 
>  @Gary: No it is not even opening for rendering. It is not being
>  stuck at the filesize. Also the resuting movie will probably not be
>  over 400MB.
> 
>  Am 13.06.2011 um 13:33 schrieb Gary Jaeger:
> 
>  is it possible you're running into a QT API bug?
> 
> 
http://blogs.adobe.com/toddkopriva/2011/05/cant-create-quicktime-movie-larger-than-2-15gb-across-network-using-afp.html
> 
> 
>  On Jun 11, 2011, at 10:37 PM, Sebastian Kral wrote:
> 
>  Hi guys,
> 
>  I have a problem when I want to render a quicktime on our farm.
>  When nuke opens the file it returns this error: "ERROR: Bad value
>  for codec : Photo - JPEG". Deadline thinks it did not work and
>  stops the renderjob.
>  I do not know why the error is returned because if I open the
>  script locally the error also appears but if I check the write
>  node, everything is fine and the codec is in place. I can render
>  locally afterwards.
> 
>  Programs:
>  Nuke 6.2v4
>  Deadline 5
> 
>  Any help is very appreciated. Thank you
> 
>  Best
> 
>  Sebastian Kral
> 
> 
>  Abraham Schneider
>  Senior VFX Compositor
> 
> 
>  ARRI Film & TV Services GmbH
>  Tuerkenstr. 89
>  D-80799 Muenchen / Germany
> 
>  Phone +49 89 3809-1269
> 
>  EMail aschnei.

Re: [Nuke-users] multipass compositing

2011-06-02 Thread Ryan O'Phelan
At the risk of oversimplifying this, here's a quick rundown.
Start with the lighting pass (or combine diffuse and shadow pass).
Invert AO and use as mask for a color correct. (or you can simply multiply
AO)
Add GI, Spec, Reflection, Refraction, Self Illumination.
Z-Depth, MV, P, coverage, Object ID, etc. are all utility passes, and don't
contribute to the Beauty.
If you use Raw passes, you need to multiply the filter pass with it's
corresponding raw pass. Then use normally.

Good luck,
Ryan





On Thu, Jun 2, 2011 at 3:03 PM, Ron Ganbar  wrote:

> ***Shameless plug***
> You can also try a little book I wrote called Nuke 
> 101.
> Chapter 4 is all about multi pass compositing.
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
>
>
> On 2 June 2011 17:21, Randy Little  wrote:
>
>> The nuke tutorials have this.
>>
>> Randy S. Little
>> http://www.rslittle.com 
>>
>>
>>
>>
>> On Thu, Jun 2, 2011 at 05:22, Mahesh Kumar 
>> wrote:
>>
>>>  Hi all,
>>>
>>> give me some examples for basic multipass compositing in Nuke and how to
>>> blend the layers.
>>>
>>> thanks in advance
>>> mahesh
>>>
>>> ___
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>>
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>
>
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Re: [Nuke-users] 3d render questions

2011-05-25 Thread Ryan O'Phelan
Another suggestion is to check the face normals in a 3d package first. They
might be flipped.

R

On Wed, May 25, 2011 at 5:31 PM, Deke Kincaid  wrote:

> Maybe a dumb question but do you have shaders applied to your
> geometry?  Are you using the reflection shader?
>
> -deke
>
> On Wed, May 25, 2011 at 14:25, Bill Gilman  wrote:
> > Hello all
> >
> > I'm trying to render a 3D OBJ from within Nuke and the edges look really
> fat.  The best way to describe it is that it looks like a Dilate has been
> applied to make it thicker.  None of the edge detail of the geometry holds
> up.  What am I doing wrong?  Does the Renderman render node get rid of this?
>  I'm not very technically minded so getting the Renderman node up and
> running seems daunting.  I also seem to be having problems where the lights
> I place in Nuke aren't lighting my OBJ as expected - ie. I move a light
> closer to camera and the closest face of the OBJ doesn't seem to reflect
> that light.  Could it be that the OBJ different facets reflect light at
> different ratios (ie. zero)?
> >
> > Any suggestions/info appreciated, thanks
> >
> > Bill
> > 323-428-0913___
> > Nuke-users mailing list
> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
> >
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Re: [Nuke-users] Nuke Position Data to After Effects

2011-02-23 Thread Ryan O'Phelan
As an aside, using google docs to import nuke ascii keys, using a space as a
delimiter makes it beyond easy to paste into an existing spreadsheet. Not as
elegant as a python script, of course, but it works well nonetheless.

Ryan

On Wed, Feb 23, 2011 at 11:13 PM, Ryan O'Phelan wrote:

> In your tracker, just use "height - curve" for y values to flip it, export
> as ascii, and then you'll have to format this by scripting or copying sample
> keyframes out of AE and substituting.
>
> also see:
>
>
> http://livedocs.adobe.com/en_US/AfterEffects/8.0/help.html?content=WS98BCDDB7-89CB-49cb-B94D-6CEB6CED4462.html
>
>
> this goes over a maya to AE script in MEL, but you can probably copy the
> structure into a python script. Maybe I'll try this.
>
> http://forums.cgsociety.org/archive/index.php/t-319575.html
>
> Good luck,
> Ryan
>
>
> <http://livedocs.adobe.com/en_US/AfterEffects/8.0/help.html?content=WS98BCDDB7-89CB-49cb-B94D-6CEB6CED4462.html>
>
> On Mon, Feb 21, 2011 at 5:19 PM, Deke Kincaid wrote:
>
>> AE's 0,0 point is the upper left corner, nuke is the center of the
>> frame but can change depending on the center point.
>>
>> So its just a matter of a little math to change the data to the proper
>> location and ascii tracker data out of AE looks like this which you
>> can easily get out of nuke by doing a "animation menu > file > export
>> ascii":
>>
>> Adobe After Effects 8.0 Keyframe Data
>>
>>Units Per Second24
>>Source Width1920
>>Source Height   1080
>>Source Pixel Aspect Ratio   1
>>Comp Pixel Aspect Ratio 1
>>
>> Motion Trackers Tracker #1  Track Point #1  Feature Center
>>Frame   X pixelsY pixels
>>0   946 530
>>1   944.645 530.352
>>2   943.789 530.523
>>3   943.148 530.637
>>4   941.613 531.121
>>5   940.809 531.293
>>6   940.203 531.492
>>7   939.387 531.711
>>8   937.559 532.34
>>9   936.723 532.586
>>10  936.25  532.859
>>
>>
>>
>> End of Keyframe Data
>>
>> -deke
>>
>> On Mon, Feb 21, 2011 at 13:44, Chris LeDoux  wrote:
>> > Does anyone know of a script, tool, method, or otherwise that would
>> > translate nuke x-y position data to After Effects?
>> > Free Scotch to the winner :)
>> > Thanks in advance,
>> >
>> > Chris LeDoux
>> >
>> > ___
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>> > Nuke-users@support.thefoundry.co.uk
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>> >
>> >
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Re: [Nuke-users] Nuke Position Data to After Effects

2011-02-23 Thread Ryan O'Phelan
In your tracker, just use "height - curve" for y values to flip it, export
as ascii, and then you'll have to format this by scripting or copying sample
keyframes out of AE and substituting.

also see:

http://livedocs.adobe.com/en_US/AfterEffects/8.0/help.html?content=WS98BCDDB7-89CB-49cb-B94D-6CEB6CED4462.html


this goes over a maya to AE script in MEL, but you can probably copy the
structure into a python script. Maybe I'll try this.

http://forums.cgsociety.org/archive/index.php/t-319575.html

Good luck,
Ryan



On Mon, Feb 21, 2011 at 5:19 PM, Deke Kincaid  wrote:

> AE's 0,0 point is the upper left corner, nuke is the center of the
> frame but can change depending on the center point.
>
> So its just a matter of a little math to change the data to the proper
> location and ascii tracker data out of AE looks like this which you
> can easily get out of nuke by doing a "animation menu > file > export
> ascii":
>
> Adobe After Effects 8.0 Keyframe Data
>
>Units Per Second24
>Source Width1920
>Source Height   1080
>Source Pixel Aspect Ratio   1
>Comp Pixel Aspect Ratio 1
>
> Motion Trackers Tracker #1  Track Point #1  Feature Center
>Frame   X pixelsY pixels
>0   946 530
>1   944.645 530.352
>2   943.789 530.523
>3   943.148 530.637
>4   941.613 531.121
>5   940.809 531.293
>6   940.203 531.492
>7   939.387 531.711
>8   937.559 532.34
>9   936.723 532.586
>10  936.25  532.859
>
>
>
> End of Keyframe Data
>
> -deke
>
> On Mon, Feb 21, 2011 at 13:44, Chris LeDoux  wrote:
> > Does anyone know of a script, tool, method, or otherwise that would
> > translate nuke x-y position data to After Effects?
> > Free Scotch to the winner :)
> > Thanks in advance,
> >
> > Chris LeDoux
> >
> > ___
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> >
> >
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