Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings

2012-04-10 Thread pixelcowbo...@gmail.com
You are right, it doesn't work. And what's funny is that that
attribute seems to be set globally for all the other tools that have
the offset controls (if you set round to true in the interface in the
clone node it also sets it for the bezier and spline controls...).
Looks like a possible bug to me.


On Tue, Apr 10, 2012 at 12:00 PM, Hugo Léveillé  wrote:
> Ok I had the syntax right. But for some reason the "round" knob is not
> working for me. (unless I'm not triggering the right one)
>
> kSourceTranslateRoundAttribute = 'str'
>
> so what I am trying is:
>
> 
> { clone ltt 0 str True}
> 
>
>
>
>
> On Tue, Apr 10, 2012, at 11:12, pixelcowbo...@gmail.com wrote:
>> This seems to work for me (in the context of the previous example):
>>
>> { clone ltt 0 opc .5}
>>
>> On Tue, Apr 10, 2012 at 4:46 AM, Hugo Léveillé 
>> wrote:
>> > Is there a syntax to set 2 parameters at once ? Let say I want to set
>> > the lifetime "ltt" and the round "str". Working fine in your exemple but
>> > its breaking if I try to set 2 parameters
>> >
>> > Thanks. I have been looking for that one for a long time
>> >
>> > On Mon, Apr 9, 2012, at 15:55, pixelcowbo...@gmail.com wrote:
>> >> Hi Alex, you have to do it like this (for lifetime, for example). They
>> >> should really change the way this works, I have a bug id for it: bug
>> >> #10544
>> >>
>> >>
>> >> nuke.knobDefault("RotoPaint.toolbox", '''clone {
>> >> { brush ltt 0}
>> >> { clone ltt 0}
>> >> { blur ltt 0}
>> >> { sharpen ltt 0}
>> >> { smear ltt 0}
>> >> { eraser ltt 0}
>> >> { reveal ltt 0}
>> >> { dodge ltt 0}
>> >> { burn ltt 0}
>> >> }''')
>> >>
>> >> On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson 
>> >> wrote:
>> >> > hello,
>> >> >
>> >> > Is there a straight forward way of setting the tool bar knobDefaults on
>> >> > create for the RotoPaint node?
>> >> >
>> >> > ie
>> >> >
>> >> > nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
>> >> > nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
>> >> >
>> >> > obviously don't work or I'm missing something.. also not sure what the
>> >> > expression would be if I wanted it to apply these settings only under
>> >> > certain paint tools inside of the roto paint node.
>> >> >
>> >> > ie
>> >> > clone and the eraser tool gets set to : opacity = .05
>> >> >                                                            lifetime = 
>> >> > all
>> >> > other tools get left at their default state of single frame and 1 
>> >> > opacity.
>> >> >
>> >> >
>> >> > thanks,
>> >> >
>> >> >
>> >> > ___
>> >> > Nuke-users mailing list
>> >> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> >> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >>
>> >>
>> >>
>> >> --
>> >> Jose Fernandez de Castro
>> >> ___
>> >> 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
>> >
>> >
>> > --
>> >  Hugo Léveillé
>> >  TD Compositing, Vision Globale
>> >  hu...@fastmail.net
>> >
>> > ___
>> > 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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>> ___
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
> --
>  Hugo Léveillé
>  TD Compositing, Vision Globale
>  hu...@fastmail.net
>
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Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings

2012-04-10 Thread pixelcowbo...@gmail.com
This seems to work for me (in the context of the previous example):

{ clone ltt 0 opc .5}

On Tue, Apr 10, 2012 at 4:46 AM, Hugo Léveillé  wrote:
> Is there a syntax to set 2 parameters at once ? Let say I want to set
> the lifetime "ltt" and the round "str". Working fine in your exemple but
> its breaking if I try to set 2 parameters
>
> Thanks. I have been looking for that one for a long time
>
> On Mon, Apr 9, 2012, at 15:55, pixelcowbo...@gmail.com wrote:
>> Hi Alex, you have to do it like this (for lifetime, for example). They
>> should really change the way this works, I have a bug id for it: bug
>> #10544
>>
>>
>> nuke.knobDefault("RotoPaint.toolbox", '''clone {
>> { brush ltt 0}
>> { clone ltt 0}
>> { blur ltt 0}
>> { sharpen ltt 0}
>> { smear ltt 0}
>> { eraser ltt 0}
>> { reveal ltt 0}
>> { dodge ltt 0}
>> { burn ltt 0}
>> }''')
>>
>> On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson 
>> wrote:
>> > hello,
>> >
>> > Is there a straight forward way of setting the tool bar knobDefaults on
>> > create for the RotoPaint node?
>> >
>> > ie
>> >
>> > nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
>> > nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
>> >
>> > obviously don't work or I'm missing something.. also not sure what the
>> > expression would be if I wanted it to apply these settings only under
>> > certain paint tools inside of the roto paint node.
>> >
>> > ie
>> > clone and the eraser tool gets set to : opacity = .05
>> >                                                            lifetime = all
>> > other tools get left at their default state of single frame and 1 opacity.
>> >
>> >
>> > thanks,
>> >
>> >
>> > ___
>> > Nuke-users mailing list
>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>>
>>
>> --
>> Jose Fernandez de Castro
>> ___
>> 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
>
>
> --
>  Hugo Léveillé
>  TD Compositing, Vision Globale
>  hu...@fastmail.net
>
> ___
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Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings

2012-04-09 Thread pixelcowbo...@gmail.com
Hi Alex, you have to do it like this (for lifetime, for example). They
should really change the way this works, I have a bug id for it: bug
#10544


nuke.knobDefault("RotoPaint.toolbox", '''clone {
{ brush ltt 0}
{ clone ltt 0}
{ blur ltt 0}
{ sharpen ltt 0}
{ smear ltt 0}
{ eraser ltt 0}
{ reveal ltt 0}
{ dodge ltt 0}
{ burn ltt 0}
}''')

On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson  wrote:
> hello,
>
> Is there a straight forward way of setting the tool bar knobDefaults on
> create for the RotoPaint node?
>
> ie
>
> nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
> nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
>
> obviously don't work or I'm missing something.. also not sure what the
> expression would be if I wanted it to apply these settings only under
> certain paint tools inside of the roto paint node.
>
> ie
> clone and the eraser tool gets set to : opacity = .05
>                                                            lifetime = all
> other tools get left at their default state of single frame and 1 opacity.
>
>
> thanks,
>
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-24 Thread pixelcowbo...@gmail.com
I'm still not sure that this breaks anything, but it might... My main
thing though is that we should have the ability to remove/rename
channels from the script through python, for example (not just add
them, like it works now).

On Thu, Nov 24, 2011 at 11:44 AM, Dan Walker  wrote:
> Since posting this has there been any response from the foundry? Anyone?
>
> And since this isn't necessarily a bug, will they do anything about it our
> is it up to the community to write code that searches for these problematic
> issues.
>
> Dan
>
> On Nov 24, 2011 10:49 AM, "pixelcowbo...@gmail.com"
>  wrote:
>>
>> I saw this same thing yesterday with shuffle nodes. At some point the
>> script started saving under the syntax you mentioned (in {rgba.red
>> rgba.green rgba.blue rgba.alpha}, and the script broke. Not sure if it
>> is related to the channels though, but redguard is present, as was
>> rgba.beta (which is the main one that is in a lot of our gizmos).
>> Funny thing about rgba.beta is that you don't seem to be able to
>> create this channel through the interface (you get a  'Can't change
>> built in Layer' error), but you can do it through python:
>>
>> nuke.Layer("rgba",['rgba.red', 'rgba.green', 'rgba.blue',
>> 'rgba.alpha','rgba.beta'])
>>
>> Maybe something about it is confusing nuke and corrupting the scripts?
>>
>>
>>
>> On Tue, Nov 22, 2011 at 5:13 AM, Howard Jones 
>> wrote:
>> >
>> > Hi
>> > I'm not sure this gets to the nut of another issue where the channels
>> > get upset,
>> > but on a related gizmo contamination question could anyone confirm if
>> > they have this in Frank's edgeExtend?
>> >  Blur {
>> >   channels {rgba.red rgba.green rgba.blue rgba.alpha}
>> > instead of
>> >  Blur {
>> >   channels rgba
>> > which I believe is correct (for Nuke 6.2+ anyway)
>> >
>> > I'm mentioning it  as if that is the case then it could be that Gizmos
>> > with this issue could contaminate and break scripts.
>> > I have it here, but it could be, it has been corrupted since.
>> >
>> > Howard
>> >
>> > 
>> > From: Ned Wilson 
>> > To: Nuke user discussion 
>> > Sent: Tuesday, 22 November 2011, 2:55
>> > Subject: Re: [Nuke-users] ??? redguard1.glow ???
>> >
>> > Chris,
>> >
>> > I have seen "horizon.matte" as well.
>> >
>> >
>> > On Nov 21, 2011, at 4:21 PM, chris wrote:
>> >
>> > > hmm, found two gizmos with redguard1.glow on my machine:
>> > >
>> > > bokeh_blur_jb_v03_1.gizmo
>> > > Bokeh_Blur.gizmo
>> > >
>> > > i probably got them of nukepedia or vfxtalk
>> > >
>> > > might be a good moment that everybody scans their system and gets rid
>> > > of the stuff... (i used spotlight with include system files option 
>> > > ticked)
>> > >
>> > > was looking for:
>> > > redguard1.glow
>> > > rgba.beta
>> > > alpha.G_matte
>> > > rga.alpha
>> > >
>> > > any others ??
>> > >
>> > > the current version of BokehBlur_4.gizmo doesnt seem to have redguard
>> > > anymore btw, but does have the alpha.G_matte and rga.alpha
>> > >
>> > > ++ chris
>> > >
>> > >
>> > > On 11/21/11 at 12:20 AM, mrhowardjo...@yahoo.com (Howard Jones) wrote:
>> > >
>> > >> Ok so far I have found rgba.beta in a number of tools
>> > >> which I think has come from another contaminated? source
>> > >> but
>> > >>
>> > >> redGuard in (from Nukepedia)
>> > >>
>> > >>
>> > >> .//nukeGizmos/Keyer_CB.gizmo
>> > >> add_layer {rgba redguard1.glow}
>> > >>
>> > >>
>> > >>
>> > >
>> > > ___
>> > > Nuke-users mailing list
>> > > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >
>> > ___
>> > Nuke-users mailing list
>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >
>> >
>> >
>> > ___
>> > Nuke-users mailing list
>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>>
>>
>> --
>> Jose Fernandez de Castro
>> ___
>> Nuke-users mailing list
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>
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-24 Thread pixelcowbo...@gmail.com
I saw this same thing yesterday with shuffle nodes. At some point the
script started saving under the syntax you mentioned (in {rgba.red
rgba.green rgba.blue rgba.alpha}, and the script broke. Not sure if it
is related to the channels though, but redguard is present, as was
rgba.beta (which is the main one that is in a lot of our gizmos).
Funny thing about rgba.beta is that you don't seem to be able to
create this channel through the interface (you get a  'Can't change
built in Layer' error), but you can do it through python:

nuke.Layer("rgba",['rgba.red', 'rgba.green', 'rgba.blue',
'rgba.alpha','rgba.beta'])

Maybe something about it is confusing nuke and corrupting the scripts?



On Tue, Nov 22, 2011 at 5:13 AM, Howard Jones  wrote:
>
> Hi
> I'm not sure this gets to the nut of another issue where the channels get 
> upset,
> but on a related gizmo contamination question could anyone confirm if they 
> have this in Frank's edgeExtend?
>  Blur {
>   channels {rgba.red rgba.green rgba.blue rgba.alpha}
> instead of
>  Blur {
>   channels rgba
> which I believe is correct (for Nuke 6.2+ anyway)
>
> I'm mentioning it  as if that is the case then it could be that Gizmos with 
> this issue could contaminate and break scripts.
> I have it here, but it could be, it has been corrupted since.
>
> Howard
>
> 
> From: Ned Wilson 
> To: Nuke user discussion 
> Sent: Tuesday, 22 November 2011, 2:55
> Subject: Re: [Nuke-users] ??? redguard1.glow ???
>
> Chris,
>
> I have seen "horizon.matte" as well.
>
>
> On Nov 21, 2011, at 4:21 PM, chris wrote:
>
> > hmm, found two gizmos with redguard1.glow on my machine:
> >
> > bokeh_blur_jb_v03_1.gizmo
> > Bokeh_Blur.gizmo
> >
> > i probably got them of nukepedia or vfxtalk
> >
> > might be a good moment that everybody scans their system and gets rid of 
> > the stuff... (i used spotlight with include system files option ticked)
> >
> > was looking for:
> > redguard1.glow
> > rgba.beta
> > alpha.G_matte
> > rga.alpha
> >
> > any others ??
> >
> > the current version of BokehBlur_4.gizmo doesnt seem to have redguard 
> > anymore btw, but does have the alpha.G_matte and rga.alpha
> >
> > ++ chris
> >
> >
> > On 11/21/11 at 12:20 AM, mrhowardjo...@yahoo.com (Howard Jones) wrote:
> >
> >> Ok so far I have found rgba.beta in a number of tools
> >> which I think has come from another contaminated? source
> >> but
> >>
> >> redGuard in (from Nukepedia)
> >>
> >>
> >> .//nukeGizmos/Keyer_CB.gizmo
> >> add_layer {rgba redguard1.glow}
> >>
> >>
> >>
> >
> > ___
> > 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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>
>
>
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Re: [Nuke-users] ??? redguard1.glow ???

2011-11-21 Thread pixelcowbo...@gmail.com
For me the bokeh plugin (not necessarily the gizmo) is the one adding the
rgba.beta channel.

On Mon, Nov 21, 2011 at 4:21 PM, chris  wrote:

> hmm, found two gizmos with redguard1.glow on my machine:
>
> bokeh_blur_jb_v03_1.gizmo
> Bokeh_Blur.gizmo
>
> i probably got them of nukepedia or vfxtalk
>
> might be a good moment that everybody scans their system and gets rid of
> the stuff... (i used spotlight with include system files option ticked)
>
> was looking for:
> redguard1.glow
> rgba.beta
> alpha.G_matte
> rga.alpha
>
> any others ??
>
> the current version of BokehBlur_4.gizmo doesnt seem to have redguard
> anymore btw, but does have the alpha.G_matte and rga.alpha
>
> ++ chris
>
>
>
> On 11/21/11 at 12:20 AM, mrhowardjo...@yahoo.com (Howard Jones) wrote:
>
>  Ok so far I have found rgba.beta in a number of tools
>> which I think has come from another contaminated? source
>> but
>>
>> redGuard in (from Nukepedia)
>>
>>
>> .//nukeGizmos/Keyer_CB.gizmo
>> add_layer {rgba redguard1.glow}
>>
>>
>>
>>
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Re: [Nuke-users] deepExpression node

2011-11-17 Thread pixelcowbo...@gmail.com
Try doing [value  knobname] instead. For some reason the particle and deep
expression nodes use this style instead of evaluating the expression
directly like the other expression nodes.
On Nov 16, 2011 10:59 PM, "kustaa vuori"  wrote:

> hi,
>
> im having some problems with deepExpression node.
> for example i cant reference any value from outside.
> if i put "DeepExpression1.pos.r" on rgba.red in DeepExpression1 node it
> gives me " nothing is named 'DeepExpression1.pos.r' ". pos is custom rgb
> knob on the same node.
>
> pow(r,2) gives me "stack underflow error"
> pow(2,2) works ok.
>
> has anyone else noticed similar issues?
>
> im running 63v5 on ubuntu 10.04
>
> cheers
> Kustaa
>
>
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Re: [Nuke-users] Nuke 6.3v3 eating all my memory

2011-10-31 Thread pixelcowbo...@gmail.com
One thing we've had here multiple times is the thumbnail generation for
exr's eats all the ram when you don't have the disable mmap option enabled.
Checking this option in all Read nodes or using single frame thumbnails
make a huge difference. Don't know if this is related to your problem, but
it's worth having a look.


On Mon, Oct 31, 2011 at 7:26 AM, Ivar Rystad (Storyline Studios) <
i...@storyline.no> wrote:

> **
> We`re on Win7 6.3v3, double-tripple checked that aggressive caching is off.
> It varies from comp to comp, but it tends to be the bigger comps (with
> several localized sources).
>
>
> Den 31.10.2011 13:35, skrev Howard Jones:
>
>  What OS and version? I had similar issues but it was aggressive caching
> (12gig Mac OSX )
>
>  Howard
>
>   --
> *From:* Ivar Rystad (Storyline Studios) 
> *To:* nuke-users@support.thefoundry.co.uk
> *Sent:* Monday, 31 October 2011, 12:06
> *Subject:* [Nuke-users] Nuke 6.3v3 eating all my memory
>
>  Hi all,
>
> We`re having serious problems with Nuke eating all the memory and freezing
> everything. I`ve got 12gb of memory, and right now nuke is using almost 11.
> Why does it not respect the 60% cache memory usage setting in preferances?
> Aggressive caching is off. I`ve just started using a local Revo SSD-drive
> as disk cache, which is set to 100gb, does this effect memory usage somehow?
>
>
>
>
> --
>
>
>
>
>
>
>
>
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>
>
> --
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> storyline]
>  IVAR
> RYSTAD  VFX artist   EMAIL i...@storyline.no  PHONE (+47) 22 13 51 70
> MOBILE (+47) 41 51 42 14  FAX (+47) 22 13 51 71  ADDRESS Drammensveien
> 130, 0227, Norway   
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Re: [Nuke-users] LUT global location, variable(s)???

2011-10-07 Thread pixelcowbo...@gmail.com
Yes, that is the module that you need to override. By setting
RV_SUPPORT_PATH to a location of your choosing, and copying the same
structure that the rvPackages file structure has, with an overriden
source_setup.mu, you can change all behaviours. I think that even setting
that file as empty will get rid of all colorspace assumptions.


On Fri, Oct 7, 2011 at 9:35 AM, Jonathan Egstad wrote:

> Yeah, we use RV to and I've already implemented the LUTs pulldown.
> Although I can't figure out how to force "No Conversion" when RV opens.  The
> Alexa's auto default to DPX/Cineon.
>
>
> You have to override the default colorspace handling code which is
> triggered on a new-source event - I believe it's in the source_setup.mu'
> file.
>
> -jonathan
>
> Thoughts?!
>
> Yeah, I'm feeling the same as you on FC too Nathan, although having that as
> a secondary is nice and it pisses me off to no end to not be able to figure
> this out or find a workaround.
>
> Thanks everyone!
>
>
>
> On Thu, Oct 6, 2011 at 7:09 PM, Nathan Rusch wrote:
>
>>Well, to be fair, FrameCycler is probably the black sheep in this
>> conversation... from what I can tell they just sort of do their own thing
>> and expect everyone to deal with it. Never once have I heard of them beta
>> testing a product or feature or asking for user feedback or input. Thus, my
>> stance on Framecycler has always been to steer away from it when things
>> start to get serious as far as maintaining any kind of a consistent, unified
>> pipeline.
>>
>> Offhand, RV can actually do centralized configuration stuff even with
>> local installations (we use it that way). You can set up a default
>> preferences file in a central location and point all users to it to start
>> off with, and whichever config file is newer (between the central and the
>> user’s) will take precedence in cases where a preference is defined in both.
>> And obviously being able to roll your own extensions is a huge benefit for
>> review tools, LUT repositories, etc.
>>
>> -Nathan
>>
>>
>>  *From:* Dan Walker 
>> *Sent:* Thursday, October 06, 2011 10:52 AM
>> *To:* Nuke user discussion 
>> *Subject:* Re: [Nuke-users] LUT global location, variable(s)???
>>
>> *Not too sure what else you were looking for really. *
>>
>>
>> Being able to control configuration settings on a piece of software (eg.
>> FrameCycler) without having to copy something to the software's native
>> location (per machine).
>>
>> Nuke and RV can do it.  RV is installed on our server and there are env's
>> you can set for custom lut locations.  You can also modify the
>> User_settings.xml file that FC generates to hard code a path, but again,
>> that file is local to the machine FC is being ran on.
>>
>> "
>> \\xxx\xxx_xxx\release\nuke\config\project\XXX\versions\v001\nuke_LUT\
>> "
>>
>> After doing quiet a lot of research, I'm still stumped with FrameCycler.
>> Yes there are variables to control where framecycler puts it's temp files
>> (which is where the FrameCycler User_settings.xml also resides) but it's
>> ridiculous to assume, when defining a LUT setting for everyone, that you'll
>> need to do it on a per machine basis.
>>
>> Yeah, it's great that there are software deployment systems that can
>> control the push of a config and all the other features that comes with it,
>> but come on! This isnt' the 90's for cry'in out loud.  One would think
>> software has been developed to "assume" that a facility would maybe want to
>> have the feature of setting a "global" config and not assume all facilities
>> are interconnected when it comes to Pipeline and IT departments.  What about
>> facilities that are global (meaning all around the world) that reference a
>> "cloud" server?  Should I have to push a config to all the users in London,
>> Hong Kong, etc
>>
>> My .02
>>
>>
>>
>> On Tue, Oct 4, 2011 at 3:28 PM, Dave Goodbourn > > wrote:
>>
>>>  Now that all depends on your definition of quick! Once you have a
>>> software distribution system setup, making any change to 100+ workstations
>>> and render nodes can only take a matter of minutes!
>>>
>>> You can always do it with scripting to copy config files and setup
>>> variables on each machine. Not too sure what else you were looking for
>>> really.
>>>
>>>
>>>
>>> On 4 Oct 2011, at 23:07, Dan Walker  wrote:
>>>
>>>  Wow, no quick solutions? That just sucks now don't it! :-)
>>> On Oct 4, 2011 10:27 AM, "Dave Goodbourn" 
>>> wrote:
>>> > Have you looked at software deployment software like WPKG <
>>> http://wpkg.org/> at
>>> > all? You can very easily deploy all the settings and environmental
>>> variables
>>> > to all your machines from the comfort of your own seat! Works well for
>>> us.
>>> > It's only Windows based but there's plenty of *nix solutions like
>>> > Puppet
>>> > .
>>> >
>>> > D.
>>> >
>>> > On Tue, Oct 4, 2011 at 6:12 PM, Dan Walker 
>>> wrote:
>>> >
>>> >> Hi Torax,
>>> >>
>>> >> unfortunately software cannot be installed on a

[Nuke-users] adding a specific layer to an arbitrary number of multiple layers

2011-08-30 Thread pixelcowbo...@gmail.com
Say there is layerA, which is a specular pass or any other type of color
pass, which I want to add (or any other operation) to 10 or more diffuse
passes, for example. I think there is no way to do this currently in Nuke
with a single node, but I wanted to check if anyone has a trick to do it.
A merge with 'also Merge' set to 'all' does not work, as it only adds up any
corresponding layer passes. You could of course lay down multiple merge
nodes for every single diffuse layer, but if the number of diffuse passes
later changes, you need to modify your 'template' for this to work. An merge
expression node is also an option, but again, you need to 'hard-wire' the
number and names of layers.

A good usage example is the following. Say you wanted to divide all diffuse
color channels by the color, to extract the diffuse component. I you could
do it in a single node that just divides all the layers  available in the
stream by a single layer (the color), your template could stay the same,
regardless if the number or naming of the diffuse layers changes.

Regardless if there is or not a good solution for this, I think that nuke
could really benefit from having project wide 'layer sets'. Say you had a
diffuse set, which encompassed all of the diffuse layers. You could then
operate on the whole set on a single node, instead of having to replicate a
lot of nodes to achieve the same thing. I have a feature request for this,
but thought I'd make more noise about it...
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Re: [Nuke-users] Learning Python for the non-novice: Books/websites?

2011-08-13 Thread pixelcowbo...@gmail.com
The book that Howard mentions is excellent. Other than the nuke specific
examples, you really don't need anything else to learn python if you read
through it.
On Aug 13, 2011 7:01 AM, "Howard Jones"  wrote:
> I use the Learning Python by O'Reilly.
> Still reading it after about a year but useful. Also in Nuke6.3 there are
python examples now in help which helps
>
>
> Howard
>
>
>
>>
>>From: judp 
>>To: Nuke Users 
>>Sent: Saturday, 13 August 2011, 14:37
>>Subject: [Nuke-users] Learning Python for the non-novice: Books/websites?
>>
>>
>>Hi Everyone!
>>
>>
>>Just wondering if y'all could recommend a book or other learning resource
for learning Python... especially if it's oriented towards Nuke and other
'film-y' software.
>>
>>
>>I'm not a complete novice to programming/scripting, but I also haven't
really done it in a long time... e.g. BASIC, PASCAL, and Applescript hehe.
>>
>>
>>I know the fundamentals of computer language structure and logic, but do
not know Python at all.
>>
>>
>>What books would you recommend for the Nuke user?
>>
>>
>>Thanks!
>>--Jud
>>
>>
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>>
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[Nuke-users] renderman exr's error message

2011-07-29 Thread pixelcowbo...@gmail.com
Has anyone ran into this error message before with renderman exr's?

Error in Huffman-encoded data (decoded data are longer than expected)

Seems like a piz compression related error, but I had never seen it
before. Strange thing is that the frames in question sometimes load,
but sometimes error out.
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Re: Re: [Nuke-users] Nuke + linux

2011-07-25 Thread pixelcowbo...@gmail.com
I have used Ubuntu on production quite successfully before. CentOS
works great, but from a desktop usability point of view it sucks big
time. If it was up to me, I would give Linux Mint a try in a
production environment, I'm sure it would work great (at least for
Nuke, can't say about other 3d applications).

2011/7/25 Vincent Poitras :
> Hi,
>
> Can you point me to the Bill Spitzak recipe as I would like to give that a
> try on our Fedora Core 14 system.
>
> Thanks,
> Vincent
>
> On Sat, Jul 23, 2011 at 4:54 AM, Adrian Baltowski 
> wrote:
>>
>> I suppose that some strange issues on Linux might caused by silent
>> incompatibility of libstdc++  library used by Nuke instalation.
>> I had similar page swap problems with big projects on Ubuntu 9.04 and I
>> could not solve it until I attempted to install wxPython. Wx not worked and
>> showed me that my libstd is incompatible with system. So according to Bill
>> Spitzak recipe I had rename library in Nuke instalation and I have created
>> symbolic links pointed to the system library.
>> Not only wx started to work with Nuke but (unexpectedly) also problems
>> with page sync gone...
>> Because libstdc++ used by Nuke is quite old I guess that incompatibility
>> problems might more and more appears on newest Linux distributions like
>> fedora 15.
>> Also I suppose that above solution might cause unexpected results when
>> libraries versions are not close enough (although libstdc++ appears to have
>> good backward compatibility).
>>
>> Best
>>
>>
>>
>>
>> W dniu 2011-07-23 04:09:51 użytkownik Hugo Léveillé 
>> napisał:
>>
>> /*SC*/DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
>> "http://www.w3.org/TR/html4/loose.dtd"/*EC*/
>> We were trying fedora 15. Some users experienced hangings when flipping
>> large sequences (1000+frames).  And yes, copy / pasting from different apps
>> and nuke  under CentOS is VERY annoying (read unusable). Under fedora its no
>> problem.
>>
>>
>> On Fri, 22 Jul 2011 18:41 -0700, "Nathan Rusch" 
>> wrote:
>>
>> We run Nuke on Fedora (currently 10, soon 15) and it's very stable,
>> assuming you don't hit an actual bug. I'm not sure what version you were
>> trying Hugo, but we don't see any unwarranted swapping or slowdowns.
>>
>> -Nathan
>>
>> From: Hugo Léveillé
>> Sent: Friday, July 22, 2011 6:33 PM
>> To: Nuke user discussion
>> Subject: Re: [Nuke-users] Nuke + linux
>>
>>
>> Salut Vincent
>>
>> We use nuke under CentOS and recently tried Fedora. Nuke under Fedora
>> swapped ram alot and some artist complanined alot. Under CentOS, its rock
>> steady. You will still need some windows/osx to generate QT since its very
>> restrictive under linux.
>>
>> On Fri, 22 Jul 2011 13:09 -0400, "Vincent Poitras" 
>> wrote:
>>
>> No I don't care about capture card. It's just that we have one work sation
>> with linux/nuke and it does not really beat my wokstation yet so I was
>> wondering if we did something wrong because I hear a lot of prease about
>> linux with nuke but I did not see that difference. In fact with our linux we
>> got problem that nuke does not empty it's cache (ram) and then start using
>> the swap which slow everything down. YOu then have to restart nukea bit
>> annoying.
>>
>>
>>
>>
>>
>> On Fri, Jul 22, 2011 at 1:00 PM, Ron Ganbar  wrote:
>>
>> Are capture cards (decklink and such) supported? Will you care if they
>> don't?
>>
>>
>> Ron Ganbar
>> email: ron...@gmail.com
>> tel: +44 (0)7968 007 309 [UK]
>>  +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>>
>> On 22 July 2011 17:57, Randy Little  wrote:
>>
>> well if you have been using prores for anything thats gone.   Lots of QT
>> codecs won't exist if you use them.   (although FFMPEG of course reads
>> many)   You will suffer from the linux version being faster then the Mac
>> version as well.  ;-)
>> Randy S. Little
>> http://www.rslittle.com
>>
>>
>>
>>
>>
>> On Fri, Jul 22, 2011 at 23:36, Vincent Poitras 
>> wrote:
>>
>>
>> I have been working on nuke on mac for a long time. Our it wants to swithc
>> us to linux. Anything I should know (swap problem, best os, ideal
>> workstation etc etc.)
>>
>> Thanks
>>
>> --
>> + VINCENT POITRAS
>> + COMPOSITOR | COMPOSITEUR
>> 
>> T  514.397.  x401
>> w   www.rodeofx.com
>>
>> [ R O D E O   F X ]
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Re: [Nuke-users] Re: Final Cut to NUKE xml workflow (python script)

2011-06-30 Thread pixelcowbo...@gmail.com
Hi Gene, don't want to start a flame war here, as I haven't even used
the new FinalCut, but I'm guessing that he big issue is that it is not
really a v1.0 application, in that people expected it to be FinalCut
8. If they wanted a v1.00 application they could be using anything
else...

On Thu, Jun 30, 2011 at 4:14 PM, Gene Crucean
 wrote:
> I agree it's missing a few pro-required features... but that wasn't my
> point. I was talking more about peoples reaction to a v1.0 application...
> regardless of owner or application.
> Imagine if all of the Softimage (sorry this is the best example I can think
> of right now) users had the same reaction to XSI v1.0. It wouldn't be around
> anymore. People would have bailed long before getting all of the wicked
> stuff it has now. XSI v1.0 was barely able to function in a professional
> environment, but now it's full blown. It's a developing platform basically.
>
> Ned: Because The Foundry has such an awesome parent now? Heh. And Autodesk?
> Yeah they are trust worthy. What were you saying about Toxik? ;) There is
> some funky logic around here lately.
>
>
>
> On Thu, Jun 30, 2011 at 3:55 PM, jaden 
> wrote:
>>
>> maybe you re right. i am actually no cutter and maybe all the people are
>> wrong and apple is heading somewhere ?! i dont know. i just know that i for
>> myself was disappointed what apple delivered beacuse i thought the script
>> could be expanded. like supporting imagesequences and stuff...
>>
>> right now, its far away from being professional and thats not jumping
>> after everyone else. its a fact.
>>
>>
>> PS: I didnt even want to bring this topic up. like i said i am no cutter
>> and i dont care what they use.
>> After all I wanted to show the script and show what is possible with nuke
>> and XML. Like I said I hope to be able to get the script working with every
>> tool that supports xml. Than everybody can use what serves their needs best.
>>
>> jaden
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>
>
> --
> [Gene Crucean] - [VFX & CG Supervisor/Generalist]
> ** Freelance for hire **
>
> ~~ This email address is ONLY my email for lists. If you want to send a
> personal email to me and do not know my main email address, please use my
> website's contact form. www.genecrucean.com. Thanks. ~~
>
>
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Re: [Nuke-users] Re: Final Cut to NUKE xml workflow (python script)

2011-06-30 Thread pixelcowbo...@gmail.com
Well, I'm still waiting for Phenomenon, hope that has matured enough ;)

On Thu, Jun 30, 2011 at 3:55 PM, jaden
 wrote:
> maybe you re right. i am actually no cutter and maybe all the people are
> wrong and apple is heading somewhere ?! i dont know. i just know that i for
> myself was disappointed what apple delivered beacuse i thought the script
> could be expanded. like supporting imagesequences and stuff...
>
> right now, its far away from being professional and thats not jumping after
> everyone else. its a fact.
>
>
> PS: I didnt even want to bring this topic up. like i said i am no cutter and
> i dont care what they use.
> After all I wanted to show the script and show what is possible with nuke
> and XML. Like I said I hope to be able to get the script working with every
> tool that supports xml. Than everybody can use what serves their needs best.
>
> jaden
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Re: [Nuke-users] Re: Gizmos utilizing rotopaint

2011-05-19 Thread pixelcowbo...@gmail.com
Go figure, that actually works, you can basically recreate everything in
your gizmo by picking all the releven rotopaint knobs.


On Thu, May 19, 2011 at 3:47 PM, J Bills  wrote:

> I've not spent much time on it, but I noticed you can, for example,
> "pick" the toolbox, which will pass it not into the viewer but will
> expose the tools in the  properties panel.  allows you to add shapes,
> points, etc just like you're used to in the viewer.
>
> you can "pick" the shape list too.
>
> there might be a more elegant way to do it pythonically, might be
> worth a try to ask over on the python list, see if the brain trust
> there has any exp with it.
>
> or this might be good enough for you to get by.
>
>
> On Thu, May 19, 2011 at 3:28 PM, Dan Walker  wrote:
> > Bueller?
> >
> > Bueller?
> >
> > Bueller?
> >
> >
> >
> >
> > On Wed, May 18, 2011 at 4:26 PM, Dan Walker 
> wrote:
> >>
> >> hi all,
> >>
> >> wanted to know if there was a way to "activate" the rotopaint toolbox
> >> (within the viewer).
> >>
> >> basically, I've written a gizmo that's utilizing a rotopaint node within
> >> the gizmo but when the gizmo is being used, the rotopaint node needs to
> >> somehow be activated to get access to the rotopaint toolbox and shape
> >> control points.
> >>
> >> It's sort of like, viewing a rotopaint node in the viewer but the
> >> rotopaint node isn't active in the properties bin, hence no control over
> the
> >> rotoshape.
> >>
> >> Whew, hope this makes sense!
> >>
> >> Thanks in advance,
> >>
> >> Dan
> >>
> >
> >
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> >
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Re: [Nuke-users] Re: Gizmos utilizing rotopaint

2011-05-19 Thread pixelcowbo...@gmail.com
Hi Dan, I don't think what you want is possible. On the other hand, is there
any good reason not to use rotopaint inputs for your gizmo?


On Thu, May 19, 2011 at 3:28 PM, Dan Walker  wrote:

> Bueller?
>
> Bueller?
>
> Bueller?
>
>
>
>
>
> On Wed, May 18, 2011 at 4:26 PM, Dan Walker  wrote:
>
>> hi all,
>>
>> wanted to know if there was a way to "activate" the rotopaint toolbox
>> (within the viewer).
>>
>> basically, I've written a gizmo that's utilizing a rotopaint node within
>> the gizmo but when the gizmo is being used, the rotopaint node needs to
>> somehow be activated to get access to the rotopaint toolbox and shape
>> control points.
>>
>> It's sort of like, viewing a rotopaint node in the viewer but the
>> rotopaint node isn't active in the properties bin, hence no control over the
>> rotoshape.
>>
>> Whew, hope this makes sense!
>>
>> Thanks in advance,
>>
>> Dan
>>
>>
>
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Re: [Nuke-users] Improvements to the Nuke Mailing Lists

2011-05-06 Thread pixelcowbo...@gmail.com
Yes, now if Ivan and Frank die on a plane crash we can all rest assured that
all that knowledge won't be lost! ;)
But seriously guys, never travel on the same plane together!


On Fri, May 6, 2011 at 11:23 AM, Ivan Busquets wrote:

> Many thanks, Jack.
> And sorry that ended up being so much trouble!
>
> I certainly appreciate it, though. Paired with the search engine of the web
> forum, this will be a huge source of info.
>
> Thanks so much, and have a great weekend.
>
> Ivan
>
>
> On Fri, May 6, 2011 at 11:14 AM, Jack Binks  wrote:
>
>> Well, that was more painful than I expected. Definitely need something
>> more fortifying than tea and biscuits now!
>> The web front end should now have been updated with the mailman archives
>> we have here, sewn together with individual's mail archives for areas where
>> the central ones were lacking. Anyone who's registered on the site today
>> will need to re-register I'm afraid, and there may have been a post or two
>> dropped in the changeover as I had to unlink to set up a bridge to an mbox
>> importer and then feed posts into that. Not very pleasant.
>> Have a nice weekend all.
>>
>> Cheers
>> Jack
>>
>>
>> On 06/05/2011 17:38, J Bills wrote:
>>
>>> awesome to hear, thanks for the extra effort jack!
>>>
>>> On Fri, May 6, 2011 at 5:04 AM, Jack Binks
>>>  wrote:
>>>
 If you have a few emails from the lists prior to that you find yourself
> often referring to, please feel free to forward these round the list
> again
> so they're archived for posterity.
>
 That's a nice idea, but I think having all the archives already dumped
 in
 there would be a lot more useful. Is there any technical (or legal?)
 reason
 that prevents you from doing that?

 They're unfortunately not consistently 100% of posts, but since you've
 asked
 so nicely I think I've found a (nasty) way of porting what archive data
 there, is with some testing on an offline site. I'm going to attempt to
 finagle this on the production site now, or rather once I've had a
 fortifying cup of tea and a hobnob. Note that the forum bridge is going
 to
 be down until I complete this, so anything posted there won't make it
 over.
 New posts to the list via email will stack up however and should make it
 (barring the potential for one or two).
 I will email against once this is complete, be it a success or failure.

 Cheers
 Jack

 Thanks,
 Ivan


 On Thu, May 5, 2011 at 9:16 AM, Ned Wilson  wrote:

> Nice one, Jack... much appreciated. :)
>
> On May 5, 2011, at 4:57 AM, Jack Binks wrote:
>
>  Hi All,
>>
>> Due to popular demand we've made a few improvements to the mailing
>> lists
>> in the form of a search-able archive and web front end.
>>
>> These can be found at http://forums.thefoundry.co.uk/ and act as a
>> bidirectional link up with the existing mailing lists. Anything posted
>> to
>> the list will appear in the website thread listings, and anything
>> posted to
>> the web will bounce out to the mailing lists (with a few minutes
>> latency).
>> Note that the archives are both viewable and searchable without
>> logging in
>> to the site, however if you wish to post via the web you'll need to
>> log in.
>> This has a separate membership to the mailing lists, so use the
>> register
>> link on the linked page to sign up.
>>
>> As with the mailing lists, these are not avenues for official support
>> -
>> such reports should continue to go through supp...@thefoundry.co.uk(along
>> with any problems you notice with the forums!). The archives run back
>> a
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>> will
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>> you
>> find yourself often referring to, please feel free to forward these
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Re: [Nuke-users] random command

2011-04-27 Thread pixelcowbo...@gmail.com
.3+random(frame)*(1-.3)
min+random(frame)*(max-min)

On Wed, Apr 27, 2011 at 4:34 PM, Cesar Rodriguez  wrote:
> Hey there,
>
> I want randomize the opacity on a bezier node from .3 to 1.0.
> Is there a command to do this. Something like rand(0.3,1.0). I am just
> guessing here, but you get the idea.
>
> Thanks a lot.
>
> C~
>
>
> César Rodríguez B.
> Visual Effects Artist
> --
> Quote of the week...
> "An elderly man was trying to find a place to sit and observe the Olympic
> Games, as he went to each section. All the other Greeks laughed as he tried
> to make his way through. Some ignored him. Upon entering the Spartan section
> all the Spartans stood and offered the elderly man their seats. Suddenly the
> entire stadium applauded. All the Greeks knew what was the right thing to
> do, but the Spartans were the only ones who did it."
>
> Xenophon
>
>
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[Nuke-users] (local) rendering metrics

2011-04-27 Thread pixelcowbo...@gmail.com
Hi, just wanted to check what you guys use to check render times,
performance and metrics (I need to test on the local machine on a gui
session). Verbose mode does not seem to report it, and -P mode doesn't
either (only individual nodes, it seems). I have tried to use timeit
through python on a nuke.execute, but I haven't been able to make it
work.  Your ideas are much appreciated, thanks.
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Re: [Nuke-users] The Foundry is raising the maintance price...!!!

2011-04-15 Thread pixelcowbo...@gmail.com
I hate what you are saying, because what happened with toxic is that
Autodesk ended up shipping a crippled product because it doesn't want
to cannibalize its Flame sales. I would hate it for the Foundry to go
that route.


On Fri, Apr 15, 2011 at 10:47 AM, Ned Wilson  wrote:
> Or, perhaps the Foundry could re-focus their efforts on a new target:
> Autodesk.
> I know that at this point it is rarely used in feature film production, but
> in commercial finishing, Flame is still the top dog.
> A license of Flame Premium will run you $129k, PLUS the cost of hardware,
> putting the total price tag at around $180 grand, and that doesn't even
> include the cost of the bay, or optional extras like HDCAM SR decks.
> So, what if the Foundry releases a new product, let's call it H-Bomb, and it
> puts this in the market space to compete with Flame, which has no
> competition at all. Let's say that the Foundry prices the license at 50
> grand, a huge savings over Flame, to encourage adoption. This will be a high
> end and potentially lucrative market, and will help cover R&D costs for
> compositing packages in general. This way The Foundry can offer Nuke at a
> lower cost ( like Autodesk has done with Combustion in the past, and now
> Toxik/Composite ), and just have it missing some of the features of H-Bomb
> so as not to cannibalize the high-end market.
>
> On Apr 15, 2011, at 10:35 AM, Randy Little wrote:
>
> I think the issue is more that HUGE VC company owns The foundry now.  HUGE
> VC companies expect growth because VC money is put in by people expecting
> big returns.   VS small company that needs less profits to remain viable.
>
> VFX profits falling so soon if trend continues only people that can afford
> nuke are big companies.   Maya cost less then nuke. think about that.
>
> Houdini cost the same as nuke.   I find it super hard to believe that the
> cost to produce Nuke is the same as the cost to produce Houdini.  But we
> have no choice really in the market so we have to pay.
>
>
> Randy S. Little
> http://www.rslittle.com
>
>
>
>
> On Fri, Apr 15, 2011 at 11:02, pixelcowbo...@gmail.com
>  wrote:
>>
>> Well, on the upside, you can always decide to stop paying the
>> maintenance and live without the upgrades (not that I'm encouraging
>> this). Specially after the 6.3 upgrades, even if you don't update for
>> years you will have the most complete feature set in the history of
>> compositing. Consider this: Shake continued to be used successfully in
>> production a full 6-10 years after it was discontinued, and it was
>> obviously a much more primitive software package. However, I don't own
>> personal copies of Nuke though, and I'm always glad to be able to use
>> the latest and greatest from The Foundry at work, and I think that the
>> maintenance price is a good investment for companies because of the
>> upgrades and excellent support.
>>
>>
>>
>>
>> On Thu, Apr 14, 2011 at 11:34 PM, Nathan Rusch 
>> wrote:
>> > Very true. Nothing in Nuke is “magic,” and nothing in Nuke is unheard of
>> > in
>> > other packages. It’s the particular way the tools and elements are
>> > brought
>> > together that makes it appealing, not some secret formula that makes
>> > your
>> > images come out better. But that doesn’t mean Nuke is the final word, or
>> > anything near it. For example, if 6.3’s particle system is 1/4 what
>> > Fusion’s
>> > was 6+ years ago, I’ll consider it a great addition.
>> >
>> > You can do A+B*(1-a) just as easily in Fusion as you can in Nuke... you
>> > just
>> > might not be as used to it.
>> >
>> > Oh, and you can RAM-cache your ops. :P
>> >
>> > -Nathan
>> >
>> >
>> > From: Randy Little
>> > Sent: Thursday, April 14, 2011 9:26 PM
>> > To: Nuke user discussion
>> > Subject: Re: [Nuke-users] The Foundry is raising the maintance
>> > price...!!!
>> >
>> > yet some how many things are comped in other packages. One package
>> > is
>> > bad for everyone.   I would rather comp in Nuke then Fusion but fusion
>> > does
>> > some cool stuff that nuke should.
>> >
>> > For that matter Toxik does some cool stuff that nuke should.   Both
>> > Fusion and Toxik kill Nuke in paint and roto.   I added 20 paint strokes
>> > to
>> > a comp today and it added a crazy amount of time to render farm times.
>> > CRAZY.
>> >
>> > One of anything is bad.   Regardless of what

Re: [Nuke-users] The Foundry is raising the maintance price...!!!

2011-04-15 Thread pixelcowbo...@gmail.com
Well, on the upside, you can always decide to stop paying the
maintenance and live without the upgrades (not that I'm encouraging
this). Specially after the 6.3 upgrades, even if you don't update for
years you will have the most complete feature set in the history of
compositing. Consider this: Shake continued to be used successfully in
production a full 6-10 years after it was discontinued, and it was
obviously a much more primitive software package. However, I don't own
personal copies of Nuke though, and I'm always glad to be able to use
the latest and greatest from The Foundry at work, and I think that the
maintenance price is a good investment for companies because of the
upgrades and excellent support.




On Thu, Apr 14, 2011 at 11:34 PM, Nathan Rusch  wrote:
> Very true. Nothing in Nuke is “magic,” and nothing in Nuke is unheard of in
> other packages. It’s the particular way the tools and elements are brought
> together that makes it appealing, not some secret formula that makes your
> images come out better. But that doesn’t mean Nuke is the final word, or
> anything near it. For example, if 6.3’s particle system is 1/4 what Fusion’s
> was 6+ years ago, I’ll consider it a great addition.
>
> You can do A+B*(1-a) just as easily in Fusion as you can in Nuke... you just
> might not be as used to it.
>
> Oh, and you can RAM-cache your ops. :P
>
> -Nathan
>
>
> From: Randy Little
> Sent: Thursday, April 14, 2011 9:26 PM
> To: Nuke user discussion
> Subject: Re: [Nuke-users] The Foundry is raising the maintance price...!!!
>
> yet some how many things are comped in other packages. One package is
> bad for everyone.   I would rather comp in Nuke then Fusion but fusion does
> some cool stuff that nuke should.
>
> For that matter Toxik does some cool stuff that nuke should.   Both
> Fusion and Toxik kill Nuke in paint and roto.   I added 20 paint strokes to
> a comp today and it added a crazy amount of time to render farm times.
> CRAZY.
>
> One of anything is bad.   Regardless of what it is.
>
> Randy S. Little
> http://reel.rslittle.com
> http://imdb.com/name/nm2325729/
>
>
>
>
> On Thu, Apr 14, 2011 at 19:52, Feli  wrote:
>>
>> Looks like it's time for my yearly post:
>>
>>
>> I would get out of this business before I got stuck comping a show in
>> Fusion or anything other than Nuke.
>>
>> Been there, done that and never want to repeat that experience again.
>>
>>
>>
>> Feli
>>
>>
>>
>> __
>> fe...@earthlink.net 2 + 2 =
>> 4    www.elanphotos.com
>>
>>
>>
>>
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>
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> 
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Re: [Nuke-users] rotopaint transform tab for stereo

2011-04-13 Thread pixelcowbo...@gmail.com
Yes, I wish a bit more thought was given to the general stereo
implementation of the rotopaint node, it seems like you need to
replicate everything at any point and it can get quite messy,
specially with paint. I wish it was divided by default into some sort
of master layer with proper stereo knobs, and then sublayers for each
view, or something like that. It just seems a bit cumbersome to work
with, and more so if you are trying to use trackers and offsets...

On Wed, Apr 13, 2011 at 5:05 PM, Ivan Busquets  wrote:
> I suppose it's because the knobs in that tab are per Shape/Layer, and each
> shape can be set to a single view, or both, so you could end up with
> something ambiguous if it let you split those knobs?
>
> Just split the Shape instead. I agree it feels a bit inconsistent with the
> general UI design, though, but everything in RotoPaint kind of does :p
>
>
> On Wed, Apr 13, 2011 at 5:00 PM, pixelcowbo...@gmail.com
>  wrote:
>>
>> I was just noticing that the translate tab in the rotopaint node
>> cannot be split. Is it me or does that seem terribly inconsistent with
>> the rest of nuke? What work-arounds do you guys use, other than
>> duplicating the same node?
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[Nuke-users] rotopaint transform tab for stereo

2011-04-13 Thread pixelcowbo...@gmail.com
I was just noticing that the translate tab in the rotopaint node
cannot be split. Is it me or does that seem terribly inconsistent with
the rest of nuke? What work-arounds do you guys use, other than
duplicating the same node?
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Re: [Nuke-users] The Foundry is raising the maintance price...!!!

2011-04-13 Thread pixelcowbo...@gmail.com
Yes, I have used it (the linux port), it is completely awful.

On Wed, Apr 13, 2011 at 11:41 AM, Ned Wilson  wrote:
> Well it's great that Fusion does all that 3D acceleration. However, and I
> was on Fusion for years and went back and forth with the developers on this
> many, many times... it has issues with functionality that is integral to
> compositing, such as 2D tracking and paint.
> Granted I haven't used Fusion 6, so perhaps this has changed.
> Plus, Fusion is coded using MFC, not a cross-platform tool kit like Qt. They
> have no intentions of a Mac port, and the Linux version as Randy mentioned
> is unstable. The Linux version is not native - it is the Windows version
> running in a heavily customized version of WINE.
>
>
>
> On Apr 13, 2011, at 11:17 AM, Randy Little wrote:
>
> Nah fusion does a pretty good job.  its just has crap support.    Fusion 3d
> and full openCL acceleration make it not horrible.  but support is weird and
> some of the tools are weird and its pretty much windows only.  Linux version
> has a history of unstable.
>
>
> Randy S. Little
> http://reel.rslittle.com
> http://imdb.com/name/nm2325729/
>
>
>
>
> On Wed, Apr 13, 2011 at 12:09, andrei gheorghiu 
> wrote:
>>
>> There is no other product like Nuke at the present moment...and Nuke was,
>> since the begining, an extremely well developed tool.
>>
>> It is very hard to compete with thisI don't see toady a legitimate
>> competitor.
>>
>> But wait
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Re: [Nuke-users] The Foundry is raising the maintance price...!!!

2011-04-13 Thread pixelcowbo...@gmail.com
I agree, Fusion is quite good but their major roadblock has been not
supporting Mac or Linux, which was a big mistake in my opinion. I
remember their support being awful too, even trying to get an
evaluation license was a major pain.


On Wed, Apr 13, 2011 at 11:17 AM, Randy Little  wrote:
> Nah fusion does a pretty good job.  its just has crap support.    Fusion 3d
> and full openCL acceleration make it not horrible.  but support is weird and
> some of the tools are weird and its pretty much windows only.  Linux version
> has a history of unstable.
>
>
> Randy S. Little
> http://reel.rslittle.com
> http://imdb.com/name/nm2325729/
>
>
>
>
> On Wed, Apr 13, 2011 at 12:09, andrei gheorghiu 
> wrote:
>>
>> There is no other product like Nuke at the present moment...and Nuke was,
>> since the begining, an extremely well developed tool.
>>
>> It is very hard to compete with thisI don't see toady a legitimate
>> competitor.
>>
>> But wait
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Re: [Nuke-users] rotopaint concatination

2011-03-30 Thread pixelcowbo...@gmail.com
Hi, I just ran into your problem. Seems like this happens on 6.1v3 (at
least), but it seems fixed on 6.2v2. What I ended up doing was to use
a keymix with the mask setup to the visible resolution aerea, to pipe
in only the inside image and retain the outside one...


On Mon, Mar 28, 2011 at 11:55 AM, JKehler  wrote:
> On 3/28/2011 11:36 AM, pixelcowbo...@gmail.com wrote:
>
>
>
>
> Hi,
>
> Yes. All strokes set to 'no clip'
>>
>> Have you tried setting your rotoPaint 'clip to' settings to 'no clip'?
>>
>> On Mon, Mar 28, 2011 at 11:23 AM, JKehler
>>  wrote:
>>>
>>> Hi there,
>>>
>>> I have stabilized a plate, painted out some markers then put the motion
>>> back
>>> with a matchmove.
>>> Problem is RotoPaint is breaking concatination. I end up with black edges
>>> where the plate has been moved
>>> in the stabilize. When RotoPaint is disabled the edges disappear.
>>>
>>> Is there a way around this?
>>>
>>> Thanks in advance,
>>>
>>> JK
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Re: [Nuke-users] rotopaint concatination

2011-03-28 Thread pixelcowbo...@gmail.com
Have you tried setting your rotoPaint 'clip to' settings to 'no clip'?

On Mon, Mar 28, 2011 at 11:23 AM, JKehler  wrote:
> Hi there,
>
> I have stabilized a plate, painted out some markers then put the motion back
> with a matchmove.
> Problem is RotoPaint is breaking concatination. I end up with black edges
> where the plate has been moved
> in the stabilize. When RotoPaint is disabled the edges disappear.
>
> Is there a way around this?
>
> Thanks in advance,
>
> JK
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Re: [Nuke-users] Greenscreens from Hell.

2011-03-18 Thread pixelcowbo...@gmail.com
It should be divided in categories though, as almost 50% of SD video
greenscreens qualified.

On Fri, Mar 18, 2011 at 8:59 AM, fredd hidef  wrote:
> We should have a "Worst Green/Blue screens of our life" competition with
> collection of screen dumps... Could be nice to show whining juniors :)
> "Oh yeah, You think U have it bad? Well, boy, look at this!" haha
> I surely have a few candidates...
> //fredd
>
> On Thu, Mar 17, 2011 at 3:47 PM, Manuel Gonzalez 
> wrote:
>>
>> Thanks for all the answers.
>>
>>
>> I usually don't like to premult before keying but this was a desperate
>> measure for what hands down has to be the worst greenscreens I ever seen in
>> my life, and boy I seen bad stuff before but this one takes the cake.
>>  Thanks for all the input, I end up using Frank's suggestion it works like a
>> charm.
>> Back to more greenscreen hell on St Patrick's day, what an irony !
>>
>>
>> Happy Green Beer day for you all  !!!.
>>
>>
>>
>> Manuel Gonzalez
>>
>>
>>
>> ***
>> "Support Bacteria;
>> The only culture some people have."
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>
>
> --
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> digital compositor
> +46-708-559 559
>
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Re: [Nuke-users] opposite of $gui

2011-03-11 Thread pixelcowbo...@gmail.com
Be careful with those expressions Sean, that could make the universe implode!

On Fri, Mar 11, 2011 at 11:03 AM, Sean Danischevsky
 wrote:
> Hmmm... what a metaphysical question!
>
> Not sure quite what you mean, but if you're using the gui, then $gui = 1, so
> the opposite (not using gui) is
>
> 1-$gui
>
> Sean
>
>
>
> - Original Message -
> From: "Randy Little" 
> To: "Nuke user discussion" 
> Sent: Friday, 11 March, 2011 6:56:49 PM
> Subject: [Nuke-users] opposite of $gui
>
> Is there an opposite of using $gui?
>
>
> Randy S. Little
> http://www.rslittle.com
>
>
>
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>
> --
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> Senior Compositing Artist
> Framestore
> 19-23 Wells Street
> London
> W1T 3PQ
> Tel. +44 (0)20 7344 8000
>
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Re: [Nuke-users] opposite of $gui

2011-03-11 Thread pixelcowbo...@gmail.com
!$gui
?

On Fri, Mar 11, 2011 at 10:56 AM, Randy Little  wrote:
> Is there an opposite of using $gui?
>
>
> Randy S. Little
> http://www.rslittle.com
>
>
>
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Re: [Nuke-users] Tinders on the farm

2011-03-04 Thread pixelcowbo...@gmail.com
Yes, unfortunately I find that Tinders are usually a bit flaky. Make
sure that you always crop the incoming image. In many cases, it is
also a good idea to prerender the input. Are you getting different
results on every frame, or just on every version?

On Fri, Mar 4, 2011 at 2:54 PM, Randy Little  wrote:
> Anyone know why tinders wouldn't render right on a farm?  I have a tinder
> that refuses to render with my settings on the Farm but renders just fine
> locally.   It renderes out some like it cached some setting at some point.
> New versions everytime I render.
>
>
> Randy S. Little
> http://www.rslittle.com
>
>
>
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Re: [Nuke-users] CMS, gen lut and vectorfield

2011-02-24 Thread pixelcowbo...@gmail.com
I would say is huge, please report it!

On Thu, Feb 24, 2011 at 2:56 PM, Blamsammich  wrote:
> I just tested this in 6.06 and it works fine.
>
> Is it just me, or is that a HUGE freaking bug!
>
> J
> On Feb 24, 2011, at 2:45 PM, Jonathan Egstad wrote:
>
>> If possible try doing the same operation using Nuke 5.1 and see if the 
>> problem exists there too.  I did notice a difference in the vectorfield 
>> behavior after 5.1.
>>
>> -jonathan
>>
>> On Feb 24, 2011, at 2:39 PM, Blamsammich wrote:
>>
>>> Thank you for the tip..
>>>
>>> unfortunately I am still having issues with it matching... but oddly it is 
>>> the inverse of what I would expect.  All the values OVER 1 match 100%, it 
>>> is just 0-1 that is slightly off.
>>>
>>> The weird thing is, I have had this work before, but when interpreting a 
>>> CMS from outside of nuke.. I got luts to match 100% between shake and nuke. 
>>>  But just ding it all inside nuke, it does not work?  How can that be.  
>>> That is why I feel like I am doing some thing wrong.
>>>
>>>
>>> On Feb 24, 2011, at 2:07 PM, Michael Habenicht wrote:
>>>
 Yes thats true, I did some tests a while ago and compared all formats the 
 GenerateLut node can export and only .cube and I think another one where 
 able to reproduce the exact grading. Unfortunately I had no time yet to 
 send all this testfiles to support to file a bug.

 So the solution is just export .cube and you should be fine.

 Best regards,
 Michael

 John Mangia schrieb:
> I just tested it, and I'm seeing some weirness as well.  It's been a
> while since I've played with those two nodes, but they seem to be
> working much differently than I remember.  Even just a simple test
> using a color wheel seems to be giving a broken looking result in
> 6.2v2 on Linux.
> On Thu, Feb 24, 2011 at 10:14 AM, Blamsammich  
> wrote:
>> I am having an issue right now and I feel I am going in circles.  I hope 
>> you all could give me a hand.
>>
>> What I want to do is use a CC node and Grade node in nuke on a piece of 
>> footage to set a look, save that look as a .vf Lut (or any format for 
>> that matter), and pull that back in via the Vectorfield node.
>>
>> Now I had good success with this type of thing with corrects coming out 
>> of Shake, and I just think I am missing something that I cannot figure 
>> out.
>>
>> (With viewer set to None)
>> Attaching a CC node to Marci, I set a look.  When happy, I plug that CC 
>> node into a CMS test pattern set to a 32bit cube, and plug a genLut down 
>> stream.  Just using the default for the moment, 1024, logrithmic.  I 
>> build the .vf file.
>>
>> When I pull that back in via the Vectorfield, they do not match.  There 
>> seems to be a slight luminance shift between the two and I am not sure 
>> why.
>>
>> What is more troublesome is that this is only with Marci.  If I say, 
>> well that is negligible, and try the same thing with dark production 
>> footage, the difference is much more extreme.
>>
>> What am I missing?
>>
>> Thanks!
>>
>> Justin
>>
>>
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Re: [Nuke-users] Warping tools and ocula

2011-02-17 Thread pixelcowbo...@gmail.com
Well, it seems like it is a feature that should be completely
integrated with the roto tools, so in that sense it should be
compatible with all ocula/stereo workflows.


On Thu, Feb 17, 2011 at 3:16 PM, Ned Wilson  wrote:
> Rafael,
>
> I didn't mean to imply that it has or hasn't been requested as a feature,
> because I don't know. However, if it isn't already, it should be!
>
> Sorry about the confusion. :)
>
> -n
>
> Rafael F. Colón wrote:
>>
>> Can't wait, thanks for the heads up!
>>
>> Ned Wilson wrote:
>>>
>>> Feature request for the Warp Tools in 6.3!
>>>
>>>
>>> Rafael F. Colón wrote:


 Does anyone know if the foundry have plans to support warping tools with
 ocula.     I have several stereo shots that require  some detail image
 warping and I'm currently looking at options.


 thanks,

 Rafael



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