Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread Randy Little
so its Normalized Cartesian coordiantes. Makes since since 0,0 should
be the the scene origin right? (it is in real optics world)

Randy S. Little
http://www.rslittle.com




On Sat, Mar 24, 2012 at 17:12, Ivan Busquets  wrote:
> Normalized Device Coordinates
>
> For prman, that's the viewing device (camera) frustum, normalized to a -1 to
> 1 box.
>
> As Michael said, the NDC matrix is what you would use to project a point
> into camera space, and then you'd use a camera-to-world matrix to get a
> coordinate in world space.
>
> On Mar 24, 2012 5:02 PM, "Randy Little"  wrote:
>>
>> what does ndc stand for (normal depth coord?)
>> Randy S. Little
>> http://www.rslittle.com
>>
>>
>>
>>
>> On Sat, Mar 24, 2012 at 15:01, Michael Garrett 
>> wrote:
>> > Right, from memory it's doing this:
>> > - construct ndc coordinates for x and y
>> > - use depth for position.z in camera space
>> > - use the camera projection matrix to convert ndc x and y to camera
>> > space
>> > position x and y
>> > - use camera transformation matrix to translate and rotate to position
>> > in
>> > world space.
>> >
>> > Michael
>> >
>> >
>> >
>> > On Mar 24, 2012, at 5:11 AM, ari Rubenstein  wrote:
>> >
>> > Ivan,
>> > If one doesn't alter camera clip planes and one understands inversion of
>> > varying depth between maya, nuke and such... otherwise it's pretty
>> > straightforward like Nathan's ?
>> >
>> > Ari
>> >
>> > Sent from my iPhone
>> >
>> > On Mar 23, 2012, at 8:44 PM, Michael Garrett 
>> > wrote:
>> >
>> > Totally agree it's made all the difference since the Shake days.  Thanks
>> > Ivan for contributing this (and all the other stuff!).
>> >
>> > Ari, I do have a gizmo version of a depth to Pworld conversion but it
>> > assumes raw planar depth from camera.  Though once you start factoring
>> > in
>> > near and far clipping planes, and different depth formats, it gets a bit
>> > more complicated.  Ivan may have something to say on this.
>> >
>> > Michael
>> >
>> >
>> >
>> > On 23 March 2012 03:16, ari Rubenstein  wrote:
>> >>
>> >> Wow, much appreciated.
>> >>
>> >>
>> >> Thinking back to how artists and studios in the film industry used to
>> >> hold
>> >> tight their techniques for leverage and advantage, it's great to see
>> >> how
>> >> much "this" comp community encourages and props up one another for
>> >> creative
>> >> advancement for all.
>> >>
>> >> Thanks again Ivan
>> >>
>> >> Ari
>> >>
>> >>
>> >> Sent from my iPhone
>> >>
>> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets 
>> >> wrote:
>> >>
>> >> Hey Ari,
>> >>
>> >> Here's the plugin I mentioned before.
>> >>
>> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>> >>
>> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but
>> >> I've
>> >> uploaded the source code as well, so someone else can compile it for
>> >> Windows
>> >> if needed
>> >>
>> >> Hope it proves useful.
>> >> Cheers,
>> >> Ivan
>> >>
>> >> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>> >>>
>> >>> thanks Frank for the clarification.
>> >>>
>> >>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> >>> wrapped into a tool as well, but I'd love to see your approach as
>> >>> well.
>> >>>
>> >>>
>> >>>
>> >>> , >>
>> >>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> >> animated, deformable piece of geo)... and your using a static
>> >>> >> camera
>> >>> >> (say
>> >>> >> a single frame of your shot camera)... is there a way to do
>> >>> >> something
>> >>> >> akin
>> >>> >> to Maya's "texture reference object" whereby the UV's are changed
>> >>> >> based
>> >>> >> on
>> >>> >> this static camera, for all the subsequent frames of the obj
>> >>> >> sequence
>> >>> >> ?
>> >>> >
>> >>> >
>> >>> > I've got a plugin that does exactly that. I'll see if I can share on
>> >>> > Nukepedia soon.
>> >>> >
>> >>> > Cheers,
>> >>> > Ivan
>> >>> >
>> >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter
>> >>> > 
>> >>> > wrote:
>> >>> >
>> >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left
>> >>> >> of
>> >>> >> the
>> >>> >> camera frustum and1,1 in the upper right.
>> >>> >>
>> >>> >> 2 - been waiting for that feature a long time ;).It should be
>> >>> >> logged
>> >>> >> as
>> >>> >> a
>> >>> >> feature request but would certainly be good to report again to make
>> >>> >> sure
>> >>> >> (and to push it in priority)
>> >>> >>
>> >>> >>
>> >>> >>
>> >>> >>
>> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>> >>
>> >>> >>> couple more questions:
>> >>> >>>
>> >>> >>> 1)  if imported geo does not already have UV's, will UVproject
>> >>> >>> create
>> >>> >>> a
>> >>> >>> new set or does it require them to...replace them ?
>> >>> >>>
>> >>> >>> 2)  if you've imported an obj sequence with UV's already on (for
>> >>> >>> an
>> >>> >>> animated, deformable piece of geo)... and your using a static
>> >>> >>> camera
>> >>> >>> (say
>> >>> >>> a single frame of your shot camera)... is there a way to do
>> >>> 

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread Ivan Busquets
Normalized Device Coordinates

For prman, that's the viewing device (camera) frustum, normalized to a -1
to 1 box.

As Michael said, the NDC matrix is what you would use to project a point
into camera space, and then you'd use a camera-to-world matrix to get a
coordinate in world space.
 On Mar 24, 2012 5:02 PM, "Randy Little"  wrote:

> what does ndc stand for (normal depth coord?)
> Randy S. Little
> http://www.rslittle.com
>
>
>
>
> On Sat, Mar 24, 2012 at 15:01, Michael Garrett 
> wrote:
> > Right, from memory it's doing this:
> > - construct ndc coordinates for x and y
> > - use depth for position.z in camera space
> > - use the camera projection matrix to convert ndc x and y to camera space
> > position x and y
> > - use camera transformation matrix to translate and rotate to position in
> > world space.
> >
> > Michael
> >
> >
> >
> > On Mar 24, 2012, at 5:11 AM, ari Rubenstein  wrote:
> >
> > Ivan,
> > If one doesn't alter camera clip planes and one understands inversion of
> > varying depth between maya, nuke and such... otherwise it's pretty
> > straightforward like Nathan's ?
> >
> > Ari
> >
> > Sent from my iPhone
> >
> > On Mar 23, 2012, at 8:44 PM, Michael Garrett 
> wrote:
> >
> > Totally agree it's made all the difference since the Shake days.  Thanks
> > Ivan for contributing this (and all the other stuff!).
> >
> > Ari, I do have a gizmo version of a depth to Pworld conversion but it
> > assumes raw planar depth from camera.  Though once you start factoring in
> > near and far clipping planes, and different depth formats, it gets a bit
> > more complicated.  Ivan may have something to say on this.
> >
> > Michael
> >
> >
> >
> > On 23 March 2012 03:16, ari Rubenstein  wrote:
> >>
> >> Wow, much appreciated.
> >>
> >>
> >> Thinking back to how artists and studios in the film industry used to
> hold
> >> tight their techniques for leverage and advantage, it's great to see how
> >> much "this" comp community encourages and props up one another for
> creative
> >> advancement for all.
> >>
> >> Thanks again Ivan
> >>
> >> Ari
> >>
> >>
> >> Sent from my iPhone
> >>
> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets 
> wrote:
> >>
> >> Hey Ari,
> >>
> >> Here's the plugin I mentioned before.
> >>
> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
> >>
> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but
> I've
> >> uploaded the source code as well, so someone else can compile it for
> Windows
> >> if needed
> >>
> >> Hope it proves useful.
> >> Cheers,
> >> Ivan
> >>
> >> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
> >>>
> >>> thanks Frank for the clarification.
> >>>
> >>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
> >>> wrapped into a tool as well, but I'd love to see your approach as well.
> >>>
> >>>
> >>>
> >>> , >>
> >>> >> 2)  if you've imported an obj sequence with UV's already on (for an
> >>> >> animated, deformable piece of geo)... and your using a static camera
> >>> >> (say
> >>> >> a single frame of your shot camera)... is there a way to do
> something
> >>> >> akin
> >>> >> to Maya's "texture reference object" whereby the UV's are changed
> >>> >> based
> >>> >> on
> >>> >> this static camera, for all the subsequent frames of the obj
> sequence
> >>> >> ?
> >>> >
> >>> >
> >>> > I've got a plugin that does exactly that. I'll see if I can share on
> >>> > Nukepedia soon.
> >>> >
> >>> > Cheers,
> >>> > Ivan
> >>> >
> >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter  >
> >>> > wrote:
> >>> >
> >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left
> of
> >>> >> the
> >>> >> camera frustum and1,1 in the upper right.
> >>> >>
> >>> >> 2 - been waiting for that feature a long time ;).It should be logged
> >>> >> as
> >>> >> a
> >>> >> feature request but would certainly be good to report again to make
> >>> >> sure
> >>> >> (and to push it in priority)
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
> >>> >>
> >>> >>> couple more questions:
> >>> >>>
> >>> >>> 1)  if imported geo does not already have UV's, will UVproject
> create
> >>> >>> a
> >>> >>> new set or does it require them to...replace them ?
> >>> >>>
> >>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
> >>> >>> animated, deformable piece of geo)... and your using a static
> camera
> >>> >>> (say
> >>> >>> a single frame of your shot camera)... is there a way to do
> something
> >>> >>> akin
> >>> >>> to Maya's "texture reference object" whereby the UV's are changed
> >>> >>> based
> >>> >>> on
> >>> >>> this static camera, for all the subsequent frames of the obj
> sequence
> >>> >>> ?
> >>> >>>
> >>> >>> ..sorry if I'm too verbose...that was sort of a stream of
> >>> >>> consciousness
> >>> >>> question.  Basically I'm asking if there is an easier way then my
> >>> >>> current
> >>> >>> method where I export an obj sequence with UV's, project3D on a
> >>> >>> single
> >>> >>

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread Randy Little
what does ndc stand for (normal depth coord?)
Randy S. Little
http://www.rslittle.com




On Sat, Mar 24, 2012 at 15:01, Michael Garrett  wrote:
> Right, from memory it's doing this:
> - construct ndc coordinates for x and y
> - use depth for position.z in camera space
> - use the camera projection matrix to convert ndc x and y to camera space
> position x and y
> - use camera transformation matrix to translate and rotate to position in
> world space.
>
> Michael
>
>
>
> On Mar 24, 2012, at 5:11 AM, ari Rubenstein  wrote:
>
> Ivan,
> If one doesn't alter camera clip planes and one understands inversion of
> varying depth between maya, nuke and such... otherwise it's pretty
> straightforward like Nathan's ?
>
> Ari
>
> Sent from my iPhone
>
> On Mar 23, 2012, at 8:44 PM, Michael Garrett  wrote:
>
> Totally agree it's made all the difference since the Shake days.  Thanks
> Ivan for contributing this (and all the other stuff!).
>
> Ari, I do have a gizmo version of a depth to Pworld conversion but it
> assumes raw planar depth from camera.  Though once you start factoring in
> near and far clipping planes, and different depth formats, it gets a bit
> more complicated.  Ivan may have something to say on this.
>
> Michael
>
>
>
> On 23 March 2012 03:16, ari Rubenstein  wrote:
>>
>> Wow, much appreciated.
>>
>>
>> Thinking back to how artists and studios in the film industry used to hold
>> tight their techniques for leverage and advantage, it's great to see how
>> much "this" comp community encourages and props up one another for creative
>> advancement for all.
>>
>> Thanks again Ivan
>>
>> Ari
>>
>>
>> Sent from my iPhone
>>
>> On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:
>>
>> Hey Ari,
>>
>> Here's the plugin I mentioned before.
>>
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>>
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
>> uploaded the source code as well, so someone else can compile it for Windows
>> if needed
>>
>> Hope it proves useful.
>> Cheers,
>> Ivan
>>
>> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>>>
>>> thanks Frank for the clarification.
>>>
>>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>>> wrapped into a tool as well, but I'd love to see your approach as well.
>>>
>>>
>>>
>>> , >>
>>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >> animated, deformable piece of geo)... and your using a static camera
>>> >> (say
>>> >> a single frame of your shot camera)... is there a way to do something
>>> >> akin
>>> >> to Maya's "texture reference object" whereby the UV's are changed
>>> >> based
>>> >> on
>>> >> this static camera, for all the subsequent frames of the obj sequence
>>> >> ?
>>> >
>>> >
>>> > I've got a plugin that does exactly that. I'll see if I can share on
>>> > Nukepedia soon.
>>> >
>>> > Cheers,
>>> > Ivan
>>> >
>>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>>> > wrote:
>>> >
>>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>>> >> the
>>> >> camera frustum and1,1 in the upper right.
>>> >>
>>> >> 2 - been waiting for that feature a long time ;).It should be logged
>>> >> as
>>> >> a
>>> >> feature request but would certainly be good to report again to make
>>> >> sure
>>> >> (and to push it in priority)
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>> >>
>>> >>> couple more questions:
>>> >>>
>>> >>> 1)  if imported geo does not already have UV's, will UVproject create
>>> >>> a
>>> >>> new set or does it require them to...replace them ?
>>> >>>
>>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >>> animated, deformable piece of geo)... and your using a static camera
>>> >>> (say
>>> >>> a single frame of your shot camera)... is there a way to do something
>>> >>> akin
>>> >>> to Maya's "texture reference object" whereby the UV's are changed
>>> >>> based
>>> >>> on
>>> >>> this static camera, for all the subsequent frames of the obj sequence
>>> >>> ?
>>> >>>
>>> >>> ..sorry if I'm too verbose...that was sort of a stream of
>>> >>> consciousness
>>> >>> question.  Basically I'm asking if there is an easier way then my
>>> >>> current
>>> >>> method where I export an obj sequence with UV's, project3D on a
>>> >>> single
>>> >>> frame, render with scanline to unwrapped UV, then input that into the
>>> >>> full
>>> >>> obj sequence to get my "paint" to stick throughout.
>>> >>>
>>> >>> oy, sorry again.
>>> >>>
>>> >>> Ari
>>> >>> Blue Sky
>>> >>>
>>> >>>
>>> >>>
>>> >>>  ivanbusquets wrote:
>>> 
>>> > You can think of UVProject as a "baked" or "sticky" projection.
>>> >
>>> > The main difference is how they'll behave if you transform/deform
>>> > your
>>> > geometry AFTER your projection.
>>> >
>>> > UVProject "bakes" the UV values into each vertex, so if you
>>> > transform
>>> > those vertices later on, they'll still pull the textures f

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread Michael Garrett
Right, from memory it's doing this:
- construct ndc coordinates for x and y
- use depth for position.z in camera space
- use the camera projection matrix to convert ndc x and y to camera space 
position x and y
- use camera transformation matrix to translate and rotate to position in world 
space.

Michael



On Mar 24, 2012, at 5:11 AM, ari Rubenstein  wrote:

> Ivan,
> If one doesn't alter camera clip planes and one understands inversion of 
> varying depth between maya, nuke and such... otherwise it's pretty 
> straightforward like Nathan's ?
> 
> Ari
> 
> Sent from my iPhone
> 
> On Mar 23, 2012, at 8:44 PM, Michael Garrett  wrote:
> 
>> Totally agree it's made all the difference since the Shake days.  Thanks 
>> Ivan for contributing this (and all the other stuff!).
>> 
>> Ari, I do have a gizmo version of a depth to Pworld conversion but it 
>> assumes raw planar depth from camera.  Though once you start factoring in 
>> near and far clipping planes, and different depth formats, it gets a bit 
>> more complicated.  Ivan may have something to say on this.
>> 
>> Michael
>> 
>> 
>> 
>> On 23 March 2012 03:16, ari Rubenstein  wrote:
>> Wow, much appreciated.
>> 
>> 
>> Thinking back to how artists and studios in the film industry used to hold 
>> tight their techniques for leverage and advantage, it's great to see how 
>> much "this" comp community encourages and props up one another for creative 
>> advancement for all. 
>> 
>> Thanks again Ivan
>> 
>> Ari
>> 
>> 
>> Sent from my iPhone
>> 
>> On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:
>> 
>>> Hey Ari,
>>> 
>>> Here's the plugin I mentioned before.
>>> 
>>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>>> 
>>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
>>> uploaded the source code as well, so someone else can compile it for 
>>> Windows if needed
>>> 
>>> Hope it proves useful.
>>> Cheers,
>>> Ivan
>>> 
>>> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>>> thanks Frank for the clarification.
>>> 
>>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>>> wrapped into a tool as well, but I'd love to see your approach as well.
>>> 
>>> 
>>> 
>>> , >>
>>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >> animated, deformable piece of geo)... and your using a static camera
>>> >> (say
>>> >> a single frame of your shot camera)... is there a way to do something
>>> >> akin
>>> >> to Maya's "texture reference object" whereby the UV's are changed based
>>> >> on
>>> >> this static camera, for all the subsequent frames of the obj sequence ?
>>> >
>>> >
>>> > I've got a plugin that does exactly that. I'll see if I can share on
>>> > Nukepedia soon.
>>> >
>>> > Cheers,
>>> > Ivan
>>> >
>>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>>> > wrote:
>>> >
>>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>>> >> the
>>> >> camera frustum and1,1 in the upper right.
>>> >>
>>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>>> >> a
>>> >> feature request but would certainly be good to report again to make sure
>>> >> (and to push it in priority)
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>> >>
>>> >>> couple more questions:
>>> >>>
>>> >>> 1)  if imported geo does not already have UV's, will UVproject create a
>>> >>> new set or does it require them to...replace them ?
>>> >>>
>>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >>> animated, deformable piece of geo)... and your using a static camera
>>> >>> (say
>>> >>> a single frame of your shot camera)... is there a way to do something
>>> >>> akin
>>> >>> to Maya's "texture reference object" whereby the UV's are changed based
>>> >>> on
>>> >>> this static camera, for all the subsequent frames of the obj sequence ?
>>> >>>
>>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>>> >>> question.  Basically I'm asking if there is an easier way then my
>>> >>> current
>>> >>> method where I export an obj sequence with UV's, project3D on a single
>>> >>> frame, render with scanline to unwrapped UV, then input that into the
>>> >>> full
>>> >>> obj sequence to get my "paint" to stick throughout.
>>> >>>
>>> >>> oy, sorry again.
>>> >>>
>>> >>> Ari
>>> >>> Blue Sky
>>> >>>
>>> >>>
>>> >>>
>>> >>>  ivanbusquets wrote:
>>> 
>>> > You can think of UVProject as a "baked" or "sticky" projection.
>>> >
>>> > The main difference is how they'll behave if you transform/deform
>>> > your
>>> > geometry AFTER your projection.
>>> >
>>> > UVProject "bakes" the UV values into each vertex, so if you transform
>>> > those vertices later on, they'll still pull the textures from the
>>> > same
>>> > coordinate.
>>> >
>>> > The other difference between UVProject and Project3D is how they
>>> > behave
>>> > when the aspect ratio of the

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread ari Rubenstein
Sorry, that depth conversion question was for Michael, not Ivan... wrote too 
fast.

Ari

Sent from my iPhone

On Mar 23, 2012, at 8:44 PM, Michael Garrett  wrote:

> Totally agree it's made all the difference since the Shake days.  Thanks Ivan 
> for contributing this (and all the other stuff!).
> 
> Ari, I do have a gizmo version of a depth to Pworld conversion but it assumes 
> raw planar depth from camera.  Though once you start factoring in near and 
> far clipping planes, and different depth formats, it gets a bit more 
> complicated.  Ivan may have something to say on this.
> 
> Michael
> 
> 
> 
> On 23 March 2012 03:16, ari Rubenstein  wrote:
> Wow, much appreciated.
> 
> 
> Thinking back to how artists and studios in the film industry used to hold 
> tight their techniques for leverage and advantage, it's great to see how much 
> "this" comp community encourages and props up one another for creative 
> advancement for all. 
> 
> Thanks again Ivan
> 
> Ari
> 
> 
> Sent from my iPhone
> 
> On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:
> 
>> Hey Ari,
>> 
>> Here's the plugin I mentioned before.
>> 
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>> 
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
>> uploaded the source code as well, so someone else can compile it for Windows 
>> if needed
>> 
>> Hope it proves useful.
>> Cheers,
>> Ivan
>> 
>> On Wed, Mar 21, 2012 at 2:55 PM,   wrote:
>> thanks Frank for the clarification.
>> 
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>> 
>> 
>> 
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> 
>> > You can think of UVProject as a "baked" or "sticky" projection.
>> >
>> > The main difference is how they'll behave if you transform/deform
>> > your
>> > geometry AFTER your projection.
>> >
>> > UVProject "bakes" the UV values into each vertex, so if you transform
>> > those vertices later on, they'll still pull the textures from the
>> > same
>> > coordinate.
>> >
>> > The other difference between UVProject and Project3D is how they
>> > behave
>> > when the aspect ratio of the camera window is different than the
>> > aspect
>> > ratio of the projected image.
>> > With UVProject, projection is defined by both the horizontal and
>> > vertical aperture. Project3D only takes the horizontal aperture, and
>> > preserves the aspect ratio of whatever image you're projecting.
>> >
>> >
>> > Hope that makes sense.
>> >
>> > Cheers,
>> > Ivan
>> >
>> >
>> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>> >
>> > hey Nukers, may be a very basic question, but i
>> > wanted
>> >> to know
>> >>

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread ari Rubenstein
Ivan,
If one doesn't alter camera clip planes and one understands inversion of 
varying depth between maya, nuke and such... otherwise it's pretty 
straightforward like Nathan's ?

Ari

Sent from my iPhone

On Mar 23, 2012, at 8:44 PM, Michael Garrett  wrote:

> Totally agree it's made all the difference since the Shake days.  Thanks Ivan 
> for contributing this (and all the other stuff!).
> 
> Ari, I do have a gizmo version of a depth to Pworld conversion but it assumes 
> raw planar depth from camera.  Though once you start factoring in near and 
> far clipping planes, and different depth formats, it gets a bit more 
> complicated.  Ivan may have something to say on this.
> 
> Michael
> 
> 
> 
> On 23 March 2012 03:16, ari Rubenstein  wrote:
> Wow, much appreciated.
> 
> 
> Thinking back to how artists and studios in the film industry used to hold 
> tight their techniques for leverage and advantage, it's great to see how much 
> "this" comp community encourages and props up one another for creative 
> advancement for all. 
> 
> Thanks again Ivan
> 
> Ari
> 
> 
> Sent from my iPhone
> 
> On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:
> 
>> Hey Ari,
>> 
>> Here's the plugin I mentioned before.
>> 
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>> 
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
>> uploaded the source code as well, so someone else can compile it for Windows 
>> if needed
>> 
>> Hope it proves useful.
>> Cheers,
>> Ivan
>> 
>> On Wed, Mar 21, 2012 at 2:55 PM,   wrote:
>> thanks Frank for the clarification.
>> 
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>> 
>> 
>> 
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> 
>> > You can think of UVProject as a "baked" or "sticky" projection.
>> >
>> > The main difference is how they'll behave if you transform/deform
>> > your
>> > geometry AFTER your projection.
>> >
>> > UVProject "bakes" the UV values into each vertex, so if you transform
>> > those vertices later on, they'll still pull the textures from the
>> > same
>> > coordinate.
>> >
>> > The other difference between UVProject and Project3D is how they
>> > behave
>> > when the aspect ratio of the camera window is different than the
>> > aspect
>> > ratio of the projected image.
>> > With UVProject, projection is defined by both the horizontal and
>> > vertical aperture. Project3D only takes the horizontal aperture, and
>> > preserves the aspect ratio of whatever image you're projecting.
>> >
>> >
>> > Hope that makes sense.
>> >
>> > Cheers,
>> > Ivan
>> >
>> >
>> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>> >
>> >

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-24 Thread Ivan Busquets
Thanks guys, I also think we have a great community, and it's a pleasure to
share when possible, as much as it is to learn from everyone who
participates.

@Thorsten: thanks for the Windows compile. I'll upload it to Nukepedia as
well.

Cheers,
Ivan

On Fri, Mar 23, 2012 at 5:44 PM, Michael Garrett wrote:

> Totally agree it's made all the difference since the Shake days.  Thanks
> Ivan for contributing this (and all the other stuff!).
>
> Ari, I do have a gizmo version of a depth to Pworld conversion but it
> assumes raw planar depth from camera.  Though once you start factoring in
> near and far clipping planes, and different depth formats, it gets a bit
> more complicated.  Ivan may have something to say on this.
>
> Michael
>
>
>
>
> On 23 March 2012 03:16, ari Rubenstein  wrote:
>
>> Wow, much appreciated.
>>
>>
>> Thinking back to how artists and studios in the film industry used to
>> hold tight their techniques for leverage and advantage, it's great to see
>> how much "this" comp community encourages and props up one another for
>> creative advancement for all.
>>
>> Thanks again Ivan
>>
>> Ari
>>
>>
>> Sent from my iPhone
>>
>> On Mar 23, 2012, at 3:16 AM, Ivan Busquets 
>> wrote:
>>
>> Hey Ari,
>>
>> Here's the plugin I mentioned before.
>>
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>>
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
>> uploaded the source code as well, so someone else can compile it for
>> Windows if needed
>>
>> Hope it proves useful.
>> Cheers,
>> Ivan
>>
>> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>>
>>> thanks Frank for the clarification.
>>>
>>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>>> wrapped into a tool as well, but I'd love to see your approach as well.
>>>
>>>
>>>
>>> , >>
>>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >> animated, deformable piece of geo)... and your using a static camera
>>> >> (say
>>> >> a single frame of your shot camera)... is there a way to do something
>>> >> akin
>>> >> to Maya's "texture reference object" whereby the UV's are changed
>>> based
>>> >> on
>>> >> this static camera, for all the subsequent frames of the obj sequence
>>> ?
>>> >
>>> >
>>> > I've got a plugin that does exactly that. I'll see if I can share on
>>> > Nukepedia soon.
>>> >
>>> > Cheers,
>>> > Ivan
>>> >
>>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>>> > wrote:
>>> >
>>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>>> >> the
>>> >> camera frustum and1,1 in the upper right.
>>> >>
>>> >> 2 - been waiting for that feature a long time ;).It should be logged
>>> as
>>> >> a
>>> >> feature request but would certainly be good to report again to make
>>> sure
>>> >> (and to push it in priority)
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>> >>
>>> >>> couple more questions:
>>> >>>
>>> >>> 1)  if imported geo does not already have UV's, will UVproject
>>> create a
>>> >>> new set or does it require them to...replace them ?
>>> >>>
>>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> >>> animated, deformable piece of geo)... and your using a static camera
>>> >>> (say
>>> >>> a single frame of your shot camera)... is there a way to do something
>>> >>> akin
>>> >>> to Maya's "texture reference object" whereby the UV's are changed
>>> based
>>> >>> on
>>> >>> this static camera, for all the subsequent frames of the obj
>>> sequence ?
>>> >>>
>>> >>> ..sorry if I'm too verbose...that was sort of a stream of
>>> consciousness
>>> >>> question.  Basically I'm asking if there is an easier way then my
>>> >>> current
>>> >>> method where I export an obj sequence with UV's, project3D on a
>>> single
>>> >>> frame, render with scanline to unwrapped UV, then input that into the
>>> >>> full
>>> >>> obj sequence to get my "paint" to stick throughout.
>>> >>>
>>> >>> oy, sorry again.
>>> >>>
>>> >>> Ari
>>> >>> Blue Sky
>>> >>>
>>> >>>
>>> >>>
>>> >>>  ivanbusquets wrote:
>>> 
>>> > You can think of UVProject as a "baked" or "sticky" projection.
>>> >
>>> > The main difference is how they'll behave if you transform/deform
>>> > your
>>> > geometry AFTER your projection.
>>> >
>>> > UVProject "bakes" the UV values into each vertex, so if you
>>> transform
>>> > those vertices later on, they'll still pull the textures from the
>>> > same
>>> > coordinate.
>>> >
>>> > The other difference between UVProject and Project3D is how they
>>> > behave
>>> > when the aspect ratio of the camera window is different than the
>>> > aspect
>>> > ratio of the projected image.
>>> > With UVProject, projection is defined by both the horizontal and
>>> > vertical aperture. Project3D only takes the horizontal aperture,
>>> and
>>> > preserves the aspect ratio of whatever image you're projecting.
>>> >
>>> >
>>>

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-23 Thread Michael Garrett
Totally agree it's made all the difference since the Shake days.  Thanks
Ivan for contributing this (and all the other stuff!).

Ari, I do have a gizmo version of a depth to Pworld conversion but it
assumes raw planar depth from camera.  Though once you start factoring in
near and far clipping planes, and different depth formats, it gets a bit
more complicated.  Ivan may have something to say on this.

Michael



On 23 March 2012 03:16, ari Rubenstein  wrote:

> Wow, much appreciated.
>
>
> Thinking back to how artists and studios in the film industry used to hold
> tight their techniques for leverage and advantage, it's great to see how
> much "this" comp community encourages and props up one another for creative
> advancement for all.
>
> Thanks again Ivan
>
> Ari
>
>
> Sent from my iPhone
>
> On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:
>
> Hey Ari,
>
> Here's the plugin I mentioned before.
>
> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>
> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
> uploaded the source code as well, so someone else can compile it for
> Windows if needed
>
> Hope it proves useful.
> Cheers,
> Ivan
>
> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>
>> thanks Frank for the clarification.
>>
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>>
>>
>>
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make
>> sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create
>> a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed
>> based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence
>> ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of
>> consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> 
>> > You can think of UVProject as a "baked" or "sticky" projection.
>> >
>> > The main difference is how they'll behave if you transform/deform
>> > your
>> > geometry AFTER your projection.
>> >
>> > UVProject "bakes" the UV values into each vertex, so if you
>> transform
>> > those vertices later on, they'll still pull the textures from the
>> > same
>> > coordinate.
>> >
>> > The other difference between UVProject and Project3D is how they
>> > behave
>> > when the aspect ratio of the camera window is different than the
>> > aspect
>> > ratio of the projected image.
>> > With UVProject, projection is defined by both the horizontal and
>> > vertical aperture. Project3D only takes the horizontal aperture, and
>> > preserves the aspect ratio of whatever image you're projecting.
>> >
>> >
>> > Hope that makes sense.
>> >
>> > Cheers,
>> > Ivan
>> >
>> >
>> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>> >
>> > hey Nukers, may be a very basic question, but i
>> > wanted
>> >> to know
>> >>
>> > what is the difference between the two, i do a lot of clean up
>> > work everyday and i am kind of confused when to use the uv project
>> > node an when to go for a project 3d node.i know that uv

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-23 Thread ari Rubenstein
Wow, much appreciated.


Thinking back to how artists and studios in the film industry used to hold 
tight their techniques for leverage and advantage, it's great to see how much 
"this" comp community encourages and props up one another for creative 
advancement for all. 

Thanks again Ivan

Ari


Sent from my iPhone

On Mar 23, 2012, at 3:16 AM, Ivan Busquets  wrote:

> Hey Ari,
> 
> Here's the plugin I mentioned before.
> 
> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
> 
> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
> uploaded the source code as well, so someone else can compile it for Windows 
> if needed
> 
> Hope it proves useful.
> Cheers,
> Ivan
> 
> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
> thanks Frank for the clarification.
> 
> thanks Ivan for digging that plugin up if ya can.  i have a solution I
> wrapped into a tool as well, but I'd love to see your approach as well.
> 
> 
> 
> , >>
> >> 2)  if you've imported an obj sequence with UV's already on (for an
> >> animated, deformable piece of geo)... and your using a static camera
> >> (say
> >> a single frame of your shot camera)... is there a way to do something
> >> akin
> >> to Maya's "texture reference object" whereby the UV's are changed based
> >> on
> >> this static camera, for all the subsequent frames of the obj sequence ?
> >
> >
> > I've got a plugin that does exactly that. I'll see if I can share on
> > Nukepedia soon.
> >
> > Cheers,
> > Ivan
> >
> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
> > wrote:
> >
> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
> >> the
> >> camera frustum and1,1 in the upper right.
> >>
> >> 2 - been waiting for that feature a long time ;).It should be logged as
> >> a
> >> feature request but would certainly be good to report again to make sure
> >> (and to push it in priority)
> >>
> >>
> >>
> >>
> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
> >>
> >>> couple more questions:
> >>>
> >>> 1)  if imported geo does not already have UV's, will UVproject create a
> >>> new set or does it require them to...replace them ?
> >>>
> >>> 2)  if you've imported an obj sequence with UV's already on (for an
> >>> animated, deformable piece of geo)... and your using a static camera
> >>> (say
> >>> a single frame of your shot camera)... is there a way to do something
> >>> akin
> >>> to Maya's "texture reference object" whereby the UV's are changed based
> >>> on
> >>> this static camera, for all the subsequent frames of the obj sequence ?
> >>>
> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
> >>> question.  Basically I'm asking if there is an easier way then my
> >>> current
> >>> method where I export an obj sequence with UV's, project3D on a single
> >>> frame, render with scanline to unwrapped UV, then input that into the
> >>> full
> >>> obj sequence to get my "paint" to stick throughout.
> >>>
> >>> oy, sorry again.
> >>>
> >>> Ari
> >>> Blue Sky
> >>>
> >>>
> >>>
> >>>  ivanbusquets wrote:
> 
> > You can think of UVProject as a "baked" or "sticky" projection.
> >
> > The main difference is how they'll behave if you transform/deform
> > your
> > geometry AFTER your projection.
> >
> > UVProject "bakes" the UV values into each vertex, so if you transform
> > those vertices later on, they'll still pull the textures from the
> > same
> > coordinate.
> >
> > The other difference between UVProject and Project3D is how they
> > behave
> > when the aspect ratio of the camera window is different than the
> > aspect
> > ratio of the projected image.
> > With UVProject, projection is defined by both the horizontal and
> > vertical aperture. Project3D only takes the horizontal aperture, and
> > preserves the aspect ratio of whatever image you're projecting.
> >
> >
> > Hope that makes sense.
> >
> > Cheers,
> > Ivan
> >
> >
> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
> >
> > hey Nukers, may be a very basic question, but i
> > wanted
> >> to know
> >>
> > what is the difference between the two, i do a lot of clean up
> > work everyday and i am kind of confused when to use the uv project
> > node an when to go for a project 3d node.i know that uv project
> > project a mapping coordinates to a mesh, in one of frank videos he
> > used the uv project node to clean up dolly tracks,that might have
> > been done using the project 3d node too, so whats the difference
> > in using uv project node for cleanup work? thanks ..
> > [img][/img]
> >
> >>
> >>
> >>
> >>
> 
>  Thanks Ivan.
> 
> 
> 
>  __**_
>  Nuke-users mailing list
>  Nuke-users@support.thefoundry.**co.uk,
>  http://forums.thefoundry.co.**uk/ 

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-23 Thread rahul kv
Looks very promising Ivan, would like to try it and looking forward to Windows 
version

Thanks,
Rahul




 From: Ivan Busquets 
To: Nuke user discussion  
Sent: Friday, 23 March 2012 9:16 AM
Subject: Re: [Nuke-users] Re: difference between uv project and project 3d
 

Hey Ari,

Here's the plugin I mentioned before.

http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/

There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
uploaded the source code as well, so someone else can compile it for Windows if 
needed

Hope it proves useful.
Cheers,
Ivan


On Wed, Mar 21, 2012 at 2:55 PM,  wrote:

thanks Frank for the clarification.
>
>thanks Ivan for digging that plugin up if ya can.  i have a solution I
>wrapped into a tool as well, but I'd love to see your approach as well.
>
>
>
>, >>
>
>>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> animated, deformable piece of geo)... and your using a static camera
>>> (say
>>> a single frame of your shot camera)... is there a way to do something
>>> akin
>>> to Maya's "texture reference object" whereby the UV's are changed based
>>> on
>>> this static camera, for all the subsequent frames of the obj sequence ?
>>
>>
>> I've got a plugin that does exactly that. I'll see if I can share on
>> Nukepedia soon.
>>
>> Cheers,
>> Ivan
>>
>> On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> wrote:
>>
>>> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>>> the
>>> camera frustum and1,1 in the upper right.
>>>
>>> 2 - been waiting for that feature a long time ;).It should be logged as
>>> a
>>> feature request but would certainly be good to report again to make sure
>>> (and to push it in priority)
>>>
>>>
>>>
>>>
>>> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>>
>>>> couple more questions:
>>>>
>>>> 1)  if imported geo does not already have UV's, will UVproject create a
>>>> new set or does it require them to...replace them ?
>>>>
>>>> 2)  if you've imported an obj sequence with UV's already on (for an
>>>> animated, deformable piece of geo)... and your using a static camera
>>>> (say
>>>> a single frame of your shot camera)... is there a way to do something
>>>> akin
>>>> to Maya's "texture reference object" whereby the UV's are changed based
>>>> on
>>>> this static camera, for all the subsequent frames of the obj sequence ?
>>>>
>>>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>>>> question.  Basically I'm asking if there is an easier way then my
>>>> current
>>>> method where I export an obj sequence with UV's, project3D on a single
>>>> frame, render with scanline to unwrapped UV, then input that into the
>>>> full
>>>> obj sequence to get my "paint" to stick throughout.
>>>>
>>>> oy, sorry again.
>>>>
>>>> Ari
>>>> Blue Sky
>>>>
>>>>
>>>>
>>>>  ivanbusquets wrote:
>>>>>
>>>>>> You can think of UVProject as a "baked" or "sticky" projection.
>>>>>>
>>>>>> The main difference is how they'll behave if you transform/deform
>>>>>> your
>>>>>> geometry AFTER your projection.
>>>>>>
>>>>>> UVProject "bakes" the UV values into each vertex, so if you transform
>>>>>> those vertices later on, they'll still pull the textures from the
>>>>>> same
>>>>>> coordinate.
>>>>>>
>>>>>> The other difference between UVProject and Project3D is how they
>>>>>> behave
>>>>>> when the aspect ratio of the camera window is different than the
>>>>>> aspect
>>>>>> ratio of the projected image.
>>>>>> With UVProject, projection is defined by both the horizontal and
>>>>>> vertical aperture. Project3D only takes the horizontal aperture, and
>>>>>> preserves the aspect ratio of whatever image you're projecting.
>>>>>>
>>>>

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-23 Thread Miodrag Colombo
Thanks Ivan for this, very appreciated
I've been waiting quite a while for something like your tool.

xie' xie' ( thanks )

greetings from Shanghai

Miodrag



On 23 March 2012 15:16, Ivan Busquets  wrote:

> Hey Ari,
>
> Here's the plugin I mentioned before.
>
> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>
> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
> uploaded the source code as well, so someone else can compile it for
> Windows if needed
>
> Hope it proves useful.
> Cheers,
> Ivan
>
>
> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>
>> thanks Frank for the clarification.
>>
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>>
>>
>>
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make
>> sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create
>> a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed
>> based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence
>> ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of
>> consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> 
>> > You can think of UVProject as a "baked" or "sticky" projection.
>> >
>> > The main difference is how they'll behave if you transform/deform
>> > your
>> > geometry AFTER your projection.
>> >
>> > UVProject "bakes" the UV values into each vertex, so if you
>> transform
>> > those vertices later on, they'll still pull the textures from the
>> > same
>> > coordinate.
>> >
>> > The other difference between UVProject and Project3D is how they
>> > behave
>> > when the aspect ratio of the camera window is different than the
>> > aspect
>> > ratio of the projected image.
>> > With UVProject, projection is defined by both the horizontal and
>> > vertical aperture. Project3D only takes the horizontal aperture, and
>> > preserves the aspect ratio of whatever image you're projecting.
>> >
>> >
>> > Hope that makes sense.
>> >
>> > Cheers,
>> > Ivan
>> >
>> >
>> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>> >
>> > hey Nukers, may be a very basic question, but i
>> > wanted
>> >> to know
>> >>
>> > what is the difference between the two, i do a lot of clean up
>> > work everyday and i am kind of confused when to use the uv project
>> > node an when to go for a project 3d node.i know that uv project
>> > project a mapping coordinates to a mesh, in one of frank videos he
>> > used the uv project node to clean up dolly tracks,that might have
>> > been done using the project 3d node too, so whats the difference
>> > in using uv project node for cleanup work? thanks ..
>> > [img][/img]
>> >
>> >>
>> >>
>> >>
>> >>
>> 
>>  Thanks Ivan.
>> 
>> 
>> 
>>  __**_
>>  Nuke-users mailing list
>>  Nuke-users@support.thefoundry.**co.uk<
>> Nuke-users@support.thefoundry.co.uk>,
>>  http://forums.thefoundry.co.**uk/ 

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-23 Thread Ivan Busquets
Hey Ari,

Here's the plugin I mentioned before.

http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/

There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've
uploaded the source code as well, so someone else can compile it for
Windows if needed

Hope it proves useful.
Cheers,
Ivan

On Wed, Mar 21, 2012 at 2:55 PM,  wrote:

> thanks Frank for the clarification.
>
> thanks Ivan for digging that plugin up if ya can.  i have a solution I
> wrapped into a tool as well, but I'd love to see your approach as well.
>
>
>
> , >>
> >> 2)  if you've imported an obj sequence with UV's already on (for an
> >> animated, deformable piece of geo)... and your using a static camera
> >> (say
> >> a single frame of your shot camera)... is there a way to do something
> >> akin
> >> to Maya's "texture reference object" whereby the UV's are changed based
> >> on
> >> this static camera, for all the subsequent frames of the obj sequence ?
> >
> >
> > I've got a plugin that does exactly that. I'll see if I can share on
> > Nukepedia soon.
> >
> > Cheers,
> > Ivan
> >
> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
> > wrote:
> >
> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
> >> the
> >> camera frustum and1,1 in the upper right.
> >>
> >> 2 - been waiting for that feature a long time ;).It should be logged as
> >> a
> >> feature request but would certainly be good to report again to make sure
> >> (and to push it in priority)
> >>
> >>
> >>
> >>
> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
> >>
> >>> couple more questions:
> >>>
> >>> 1)  if imported geo does not already have UV's, will UVproject create a
> >>> new set or does it require them to...replace them ?
> >>>
> >>> 2)  if you've imported an obj sequence with UV's already on (for an
> >>> animated, deformable piece of geo)... and your using a static camera
> >>> (say
> >>> a single frame of your shot camera)... is there a way to do something
> >>> akin
> >>> to Maya's "texture reference object" whereby the UV's are changed based
> >>> on
> >>> this static camera, for all the subsequent frames of the obj sequence ?
> >>>
> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
> >>> question.  Basically I'm asking if there is an easier way then my
> >>> current
> >>> method where I export an obj sequence with UV's, project3D on a single
> >>> frame, render with scanline to unwrapped UV, then input that into the
> >>> full
> >>> obj sequence to get my "paint" to stick throughout.
> >>>
> >>> oy, sorry again.
> >>>
> >>> Ari
> >>> Blue Sky
> >>>
> >>>
> >>>
> >>>  ivanbusquets wrote:
> 
> > You can think of UVProject as a "baked" or "sticky" projection.
> >
> > The main difference is how they'll behave if you transform/deform
> > your
> > geometry AFTER your projection.
> >
> > UVProject "bakes" the UV values into each vertex, so if you transform
> > those vertices later on, they'll still pull the textures from the
> > same
> > coordinate.
> >
> > The other difference between UVProject and Project3D is how they
> > behave
> > when the aspect ratio of the camera window is different than the
> > aspect
> > ratio of the projected image.
> > With UVProject, projection is defined by both the horizontal and
> > vertical aperture. Project3D only takes the horizontal aperture, and
> > preserves the aspect ratio of whatever image you're projecting.
> >
> >
> > Hope that makes sense.
> >
> > Cheers,
> > Ivan
> >
> >
> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
> >
> > hey Nukers, may be a very basic question, but i
> > wanted
> >> to know
> >>
> > what is the difference between the two, i do a lot of clean up
> > work everyday and i am kind of confused when to use the uv project
> > node an when to go for a project 3d node.i know that uv project
> > project a mapping coordinates to a mesh, in one of frank videos he
> > used the uv project node to clean up dolly tracks,that might have
> > been done using the project 3d node too, so whats the difference
> > in using uv project node for cleanup work? thanks ..
> > [img][/img]
> >
> >>
> >>
> >>
> >>
> 
>  Thanks Ivan.
> 
> 
> 
>  __**_
>  Nuke-users mailing list
>  Nuke-users@support.thefoundry.**co.uk<
> Nuke-users@support.thefoundry.co.uk>,
>  http://forums.thefoundry.co.**uk/ 
>  http://support.thefoundry.co.
> **uk/cgi-bin/mailman/listinfo/**nuke-users<
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
> 
> >>>
> >>> __**_
> >>> Nuke-users mailing list
> >>> Nuke-users@support.thefoundry.**co.uk<
> Nuke-users@support.thefoundry.co.uk>,
> >>> http://foru

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-22 Thread ari Rubenstein
Anyone have a tool similar to Nathan's xyzgenerate for world space conversion 
of depth keys ? And/or his vectormatte ?

Ari

On Mar 22, 2012, at 5:47 PM, Frank Rueter  wrote:

> brilliant, can't wait for that one!
> 
> On 3/22/12 11:07 AM, Ivan Busquets wrote:
>> 
>> It's just a modified version of UVProject that freezes the context of the 
>> projection, so each vertex carries the UV as it was on the frame where it 
>> was frozen.
>> So, it's essentially the same thing you would get with rendering in UV-space 
>> and re-plugging that to animated geo, but it all happens in a single 3D 
>> scene instead, and you avoid the double filtering.
>> 
>> 
>> 
>> 
>> On Wed, Mar 21, 2012 at 2:55 PM,  wrote:
>> thanks Frank for the clarification.
>> 
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>> 
>> 
>> 
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> 
>> > You can think of UVProject as a "baked" or "sticky" projection.
>> >
>> > The main difference is how they'll behave if you transform/deform
>> > your
>> > geometry AFTER your projection.
>> >
>> > UVProject "bakes" the UV values into each vertex, so if you transform
>> > those vertices later on, they'll still pull the textures from the
>> > same
>> > coordinate.
>> >
>> > The other difference between UVProject and Project3D is how they
>> > behave
>> > when the aspect ratio of the camera window is different than the
>> > aspect
>> > ratio of the projected image.
>> > With UVProject, projection is defined by both the horizontal and
>> > vertical aperture. Project3D only takes the horizontal aperture, and
>> > preserves the aspect ratio of whatever image you're projecting.
>> >
>> >
>> > Hope that makes sense.
>> >
>> > Cheers,
>> > Ivan
>> >
>> >
>> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>> >
>> > hey Nukers, may be a very basic question, but i
>> > wanted
>> >> to know
>> >>
>> > what is the difference between the two, i do a lot of clean up
>> > work everyday and i am kind of confused when to use the uv project
>> > node an when to go for a project 3d node.i know that uv project
>> > project a mapping coordinates to a mesh, in one of frank videos he
>> > used the uv project node to clean up dolly tracks,that might have
>> > been done using the project 3d node too, so whats the difference
>> > in using uv project node for cleanup work? thanks ..
>> > [img][/img]
>> >
>> >>
>> >>
>> >>
>> >>
>> 
>>  Thanks Ivan.
>> 
>> 
>> 
>>  __**_
>>  Nuke-users mailing list
>>  Nuke-users@support.t

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-22 Thread Frank Rueter

brilliant, can't wait for that one!

On 3/22/12 11:07 AM, Ivan Busquets wrote:
It's just a modified version of UVProject that freezes the context of 
the projection, so each vertex carries the UV as it was on the frame 
where it was frozen.
So, it's essentially the same thing you would get with rendering in 
UV-space and re-plugging that to animated geo, but it all happens in a 
single 3D scene instead, and you avoid the double filtering.





On Wed, Mar 21, 2012 at 2:55 PM, > wrote:


thanks Frank for the clarification.

thanks Ivan for digging that plugin up if ya can.  i have a solution I
wrapped into a tool as well, but I'd love to see your approach as
well.



, >>
>> 2)  if you've imported an obj sequence with UV's already on (for an
>> animated, deformable piece of geo)... and your using a static
camera
>> (say
>> a single frame of your shot camera)... is there a way to do
something
>> akin
>> to Maya's "texture reference object" whereby the UV's are
changed based
>> on
>> this static camera, for all the subsequent frames of the obj
sequence ?
>
>
> I've got a plugin that does exactly that. I'll see if I can share on
> Nukepedia soon.
>
> Cheers,
> Ivan
>
> On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter
mailto:fr...@beingfrank.info>>
> wrote:
>
>> 1 - UVProject creates UVs from scratch, with 0,0 in the lower
left of
>> the
>> camera frustum and1,1 in the upper right.
>>
>> 2 - been waiting for that feature a long time ;).It should be
logged as
>> a
>> feature request but would certainly be good to report again to
make sure
>> (and to push it in priority)
>>
>>
>>
>>
>> On 3/22/12 8:28 AM, a...@curvstudios.com
 wrote:
>>
>>> couple more questions:
>>>
>>> 1)  if imported geo does not already have UV's, will UVproject
create a
>>> new set or does it require them to...replace them ?
>>>
>>> 2)  if you've imported an obj sequence with UV's already on
(for an
>>> animated, deformable piece of geo)... and your using a static
camera
>>> (say
>>> a single frame of your shot camera)... is there a way to do
something
>>> akin
>>> to Maya's "texture reference object" whereby the UV's are
changed based
>>> on
>>> this static camera, for all the subsequent frames of the obj
sequence ?
>>>
>>> ..sorry if I'm too verbose...that was sort of a stream of
consciousness
>>> question.  Basically I'm asking if there is an easier way then my
>>> current
>>> method where I export an obj sequence with UV's, project3D on
a single
>>> frame, render with scanline to unwrapped UV, then input that
into the
>>> full
>>> obj sequence to get my "paint" to stick throughout.
>>>
>>> oy, sorry again.
>>>
>>> Ari
>>> Blue Sky
>>>
>>>
>>>
>>>  ivanbusquets wrote:

> You can think of UVProject as a "baked" or "sticky" projection.
>
> The main difference is how they'll behave if you
transform/deform
> your
> geometry AFTER your projection.
>
> UVProject "bakes" the UV values into each vertex, so if you
transform
> those vertices later on, they'll still pull the textures
from the
> same
> coordinate.
>
> The other difference between UVProject and Project3D is how they
> behave
> when the aspect ratio of the camera window is different than the
> aspect
> ratio of the projected image.
> With UVProject, projection is defined by both the horizontal and
> vertical aperture. Project3D only takes the horizontal
aperture, and
> preserves the aspect ratio of whatever image you're projecting.
>
>
> Hope that makes sense.
>
> Cheers,
> Ivan
>
>
> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>
> hey Nukers, may be a very basic question, but i
> wanted
>> to know
>>
> what is the difference between the two, i do a lot of clean up
> work everyday and i am kind of confused when to use the uv
project
> node an when to go for a project 3d node.i know that uv project
> project a mapping coordinates to a mesh, in one of frank
videos he
> used the uv project node to clean up dolly tracks,that might
have
> been done using the project 3d node too, so whats the difference
> in using uv project node for cleanup work? thanks ..
> [img][/img]
>
>>
>>
>>
>>

 Thanks Ivan.



 

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-21 Thread Ivan Busquets
It's just a modified version of UVProject that freezes the context of the
projection, so each vertex carries the UV as it was on the frame where it
was frozen.
So, it's essentially the same thing you would get with rendering in
UV-space and re-plugging that to animated geo, but it all happens in a
single 3D scene instead, and you avoid the double filtering.




On Wed, Mar 21, 2012 at 2:55 PM,  wrote:

> thanks Frank for the clarification.
>
> thanks Ivan for digging that plugin up if ya can.  i have a solution I
> wrapped into a tool as well, but I'd love to see your approach as well.
>
>
>
> , >>
> >> 2)  if you've imported an obj sequence with UV's already on (for an
> >> animated, deformable piece of geo)... and your using a static camera
> >> (say
> >> a single frame of your shot camera)... is there a way to do something
> >> akin
> >> to Maya's "texture reference object" whereby the UV's are changed based
> >> on
> >> this static camera, for all the subsequent frames of the obj sequence ?
> >
> >
> > I've got a plugin that does exactly that. I'll see if I can share on
> > Nukepedia soon.
> >
> > Cheers,
> > Ivan
> >
> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
> > wrote:
> >
> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
> >> the
> >> camera frustum and1,1 in the upper right.
> >>
> >> 2 - been waiting for that feature a long time ;).It should be logged as
> >> a
> >> feature request but would certainly be good to report again to make sure
> >> (and to push it in priority)
> >>
> >>
> >>
> >>
> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
> >>
> >>> couple more questions:
> >>>
> >>> 1)  if imported geo does not already have UV's, will UVproject create a
> >>> new set or does it require them to...replace them ?
> >>>
> >>> 2)  if you've imported an obj sequence with UV's already on (for an
> >>> animated, deformable piece of geo)... and your using a static camera
> >>> (say
> >>> a single frame of your shot camera)... is there a way to do something
> >>> akin
> >>> to Maya's "texture reference object" whereby the UV's are changed based
> >>> on
> >>> this static camera, for all the subsequent frames of the obj sequence ?
> >>>
> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
> >>> question.  Basically I'm asking if there is an easier way then my
> >>> current
> >>> method where I export an obj sequence with UV's, project3D on a single
> >>> frame, render with scanline to unwrapped UV, then input that into the
> >>> full
> >>> obj sequence to get my "paint" to stick throughout.
> >>>
> >>> oy, sorry again.
> >>>
> >>> Ari
> >>> Blue Sky
> >>>
> >>>
> >>>
> >>>  ivanbusquets wrote:
> 
> > You can think of UVProject as a "baked" or "sticky" projection.
> >
> > The main difference is how they'll behave if you transform/deform
> > your
> > geometry AFTER your projection.
> >
> > UVProject "bakes" the UV values into each vertex, so if you transform
> > those vertices later on, they'll still pull the textures from the
> > same
> > coordinate.
> >
> > The other difference between UVProject and Project3D is how they
> > behave
> > when the aspect ratio of the camera window is different than the
> > aspect
> > ratio of the projected image.
> > With UVProject, projection is defined by both the horizontal and
> > vertical aperture. Project3D only takes the horizontal aperture, and
> > preserves the aspect ratio of whatever image you're projecting.
> >
> >
> > Hope that makes sense.
> >
> > Cheers,
> > Ivan
> >
> >
> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
> >
> > hey Nukers, may be a very basic question, but i
> > wanted
> >> to know
> >>
> > what is the difference between the two, i do a lot of clean up
> > work everyday and i am kind of confused when to use the uv project
> > node an when to go for a project 3d node.i know that uv project
> > project a mapping coordinates to a mesh, in one of frank videos he
> > used the uv project node to clean up dolly tracks,that might have
> > been done using the project 3d node too, so whats the difference
> > in using uv project node for cleanup work? thanks ..
> > [img][/img]
> >
> >>
> >>
> >>
> >>
> 
>  Thanks Ivan.
> 
> 
> 
>  __**_
>  Nuke-users mailing list
>  Nuke-users@support.thefoundry.**co.uk<
> Nuke-users@support.thefoundry.co.uk>,
>  http://forums.thefoundry.co.**uk/ 
>  http://support.thefoundry.co.
> **uk/cgi-bin/mailman/listinfo/**nuke-users<
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users>
> 
> >>>
> >>> __**_
> >>> Nuke-users mailing list
> >>> Nuke-users@support.thefoundry.**co.uk<

Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-21 Thread ar
thanks Frank for the clarification.

thanks Ivan for digging that plugin up if ya can.  i have a solution I
wrapped into a tool as well, but I'd love to see your approach as well.



, >>
>> 2)  if you've imported an obj sequence with UV's already on (for an
>> animated, deformable piece of geo)... and your using a static camera
>> (say
>> a single frame of your shot camera)... is there a way to do something
>> akin
>> to Maya's "texture reference object" whereby the UV's are changed based
>> on
>> this static camera, for all the subsequent frames of the obj sequence ?
>
>
> I've got a plugin that does exactly that. I'll see if I can share on
> Nukepedia soon.
>
> Cheers,
> Ivan
>
> On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter 
> wrote:
>
>> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> the
>> camera frustum and1,1 in the upper right.
>>
>> 2 - been waiting for that feature a long time ;).It should be logged as
>> a
>> feature request but would certainly be good to report again to make sure
>> (and to push it in priority)
>>
>>
>>
>>
>> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>>
>>> couple more questions:
>>>
>>> 1)  if imported geo does not already have UV's, will UVproject create a
>>> new set or does it require them to...replace them ?
>>>
>>> 2)  if you've imported an obj sequence with UV's already on (for an
>>> animated, deformable piece of geo)... and your using a static camera
>>> (say
>>> a single frame of your shot camera)... is there a way to do something
>>> akin
>>> to Maya's "texture reference object" whereby the UV's are changed based
>>> on
>>> this static camera, for all the subsequent frames of the obj sequence ?
>>>
>>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>>> question.  Basically I'm asking if there is an easier way then my
>>> current
>>> method where I export an obj sequence with UV's, project3D on a single
>>> frame, render with scanline to unwrapped UV, then input that into the
>>> full
>>> obj sequence to get my "paint" to stick throughout.
>>>
>>> oy, sorry again.
>>>
>>> Ari
>>> Blue Sky
>>>
>>>
>>>
>>>  ivanbusquets wrote:

> You can think of UVProject as a "baked" or "sticky" projection.
>
> The main difference is how they'll behave if you transform/deform
> your
> geometry AFTER your projection.
>
> UVProject "bakes" the UV values into each vertex, so if you transform
> those vertices later on, they'll still pull the textures from the
> same
> coordinate.
>
> The other difference between UVProject and Project3D is how they
> behave
> when the aspect ratio of the camera window is different than the
> aspect
> ratio of the projected image.
> With UVProject, projection is defined by both the horizontal and
> vertical aperture. Project3D only takes the horizontal aperture, and
> preserves the aspect ratio of whatever image you're projecting.
>
>
> Hope that makes sense.
>
> Cheers,
> Ivan
>
>
> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>
> hey Nukers, may be a very basic question, but i
> wanted
>> to know
>>
> what is the difference between the two, i do a lot of clean up
> work everyday and i am kind of confused when to use the uv project
> node an when to go for a project 3d node.i know that uv project
> project a mapping coordinates to a mesh, in one of frank videos he
> used the uv project node to clean up dolly tracks,that might have
> been done using the project 3d node too, so whats the difference
> in using uv project node for cleanup work? thanks ..
> [img][/img]
>
>>
>>
>>
>>

 Thanks Ivan.



 __**_
 Nuke-users mailing list
 Nuke-users@support.thefoundry.**co.uk,
 http://forums.thefoundry.co.**uk/ 
 http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users

>>>
>>> __**_
>>> Nuke-users mailing list
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Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-21 Thread Ivan Busquets
>
> 2)  if you've imported an obj sequence with UV's already on (for an
> animated, deformable piece of geo)... and your using a static camera (say
> a single frame of your shot camera)... is there a way to do something akin
> to Maya's "texture reference object" whereby the UV's are changed based on
> this static camera, for all the subsequent frames of the obj sequence ?


I've got a plugin that does exactly that. I'll see if I can share on
Nukepedia soon.

Cheers,
Ivan

On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter  wrote:

> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of the
> camera frustum and1,1 in the upper right.
>
> 2 - been waiting for that feature a long time ;).It should be logged as a
> feature request but would certainly be good to report again to make sure
> (and to push it in priority)
>
>
>
>
> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>
>> couple more questions:
>>
>> 1)  if imported geo does not already have UV's, will UVproject create a
>> new set or does it require them to...replace them ?
>>
>> 2)  if you've imported an obj sequence with UV's already on (for an
>> animated, deformable piece of geo)... and your using a static camera (say
>> a single frame of your shot camera)... is there a way to do something akin
>> to Maya's "texture reference object" whereby the UV's are changed based on
>> this static camera, for all the subsequent frames of the obj sequence ?
>>
>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> question.  Basically I'm asking if there is an easier way then my current
>> method where I export an obj sequence with UV's, project3D on a single
>> frame, render with scanline to unwrapped UV, then input that into the full
>> obj sequence to get my "paint" to stick throughout.
>>
>> oy, sorry again.
>>
>> Ari
>> Blue Sky
>>
>>
>>
>>  ivanbusquets wrote:
>>>
 You can think of UVProject as a "baked" or "sticky" projection.

 The main difference is how they'll behave if you transform/deform your
 geometry AFTER your projection.

 UVProject "bakes" the UV values into each vertex, so if you transform
 those vertices later on, they'll still pull the textures from the same
 coordinate.

 The other difference between UVProject and Project3D is how they behave
 when the aspect ratio of the camera window is different than the aspect
 ratio of the projected image.
 With UVProject, projection is defined by both the horizontal and
 vertical aperture. Project3D only takes the horizontal aperture, and
 preserves the aspect ratio of whatever image you're projecting.


 Hope that makes sense.

 Cheers,
 Ivan


 On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:

 hey Nukers, may be a very basic question, but i wanted
> to know
>
 what is the difference between the two, i do a lot of clean up
 work everyday and i am kind of confused when to use the uv project
 node an when to go for a project 3d node.i know that uv project
 project a mapping coordinates to a mesh, in one of frank videos he
 used the uv project node to clean up dolly tracks,that might have
 been done using the project 3d node too, so whats the difference
 in using uv project node for cleanup work? thanks ..
 [img][/img]

>
>
>
>
>>>
>>> Thanks Ivan.
>>>
>>>
>>>
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Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-21 Thread Frank Rueter
1 - UVProject creates UVs from scratch, with 0,0 in the lower left of 
the camera frustum and1,1 in the upper right.


2 - been waiting for that feature a long time ;).It should be logged as 
a feature request but would certainly be good to report again to make 
sure (and to push it in priority)




On 3/22/12 8:28 AM, a...@curvstudios.com wrote:

couple more questions:

1)  if imported geo does not already have UV's, will UVproject create a
new set or does it require them to...replace them ?

2)  if you've imported an obj sequence with UV's already on (for an
animated, deformable piece of geo)... and your using a static camera (say
a single frame of your shot camera)... is there a way to do something akin
to Maya's "texture reference object" whereby the UV's are changed based on
this static camera, for all the subsequent frames of the obj sequence ?

..sorry if I'm too verbose...that was sort of a stream of consciousness
question.  Basically I'm asking if there is an easier way then my current
method where I export an obj sequence with UV's, project3D on a single
frame, render with scanline to unwrapped UV, then input that into the full
obj sequence to get my "paint" to stick throughout.

oy, sorry again.

Ari
Blue Sky




ivanbusquets wrote:

You can think of UVProject as a "baked" or "sticky" projection.

The main difference is how they'll behave if you transform/deform your
geometry AFTER your projection.

UVProject "bakes" the UV values into each vertex, so if you transform
those vertices later on, they'll still pull the textures from the same
coordinate.

The other difference between UVProject and Project3D is how they behave
when the aspect ratio of the camera window is different than the aspect
ratio of the projected image.
With UVProject, projection is defined by both the horizontal and
vertical aperture. Project3D only takes the horizontal aperture, and
preserves the aspect ratio of whatever image you're projecting.


Hope that makes sense.

Cheers,
Ivan


On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:


hey Nukers, may be a very basic question, but i wanted to know

what is the difference between the two, i do a lot of clean up
work everyday and i am kind of confused when to use the uv project
node an when to go for a project 3d node.i know that uv project
project a mapping coordinates to a mesh, in one of frank videos he
used the uv project node to clean up dolly tracks,that might have
been done using the project 3d node too, so whats the difference
in using uv project node for cleanup work? thanks ..
[img][/img]







Thanks Ivan.



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Re: [Nuke-users] Re: difference between uv project and project 3d

2012-03-21 Thread ar
couple more questions:

1)  if imported geo does not already have UV's, will UVproject create a
new set or does it require them to...replace them ?

2)  if you've imported an obj sequence with UV's already on (for an
animated, deformable piece of geo)... and your using a static camera (say
a single frame of your shot camera)... is there a way to do something akin
to Maya's "texture reference object" whereby the UV's are changed based on
this static camera, for all the subsequent frames of the obj sequence ?

..sorry if I'm too verbose...that was sort of a stream of consciousness
question.  Basically I'm asking if there is an easier way then my current
method where I export an obj sequence with UV's, project3D on a single
frame, render with scanline to unwrapped UV, then input that into the full
obj sequence to get my "paint" to stick throughout.

oy, sorry again.

Ari
Blue Sky



>
> ivanbusquets wrote:
>> You can think of UVProject as a "baked" or "sticky" projection.
>>
>> The main difference is how they'll behave if you transform/deform your
>> geometry AFTER your projection.
>>
>> UVProject "bakes" the UV values into each vertex, so if you transform
>> those vertices later on, they'll still pull the textures from the same
>> coordinate.
>>
>> The other difference between UVProject and Project3D is how they behave
>> when the aspect ratio of the camera window is different than the aspect
>> ratio of the projected image.
>> With UVProject, projection is defined by both the horizontal and
>> vertical aperture. Project3D only takes the horizontal aperture, and
>> preserves the aspect ratio of whatever image you're projecting.
>>
>>
>> Hope that makes sense.
>>
>> Cheers,
>> Ivan
>>
>>
>> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper  wrote:
>>
>> >hey Nukers, may be a very basic question, but i wanted to know
>> what is the difference between the two, i do a lot of clean up
>> work everyday and i am kind of confused when to use the uv project
>> node an when to go for a project 3d node.i know that uv project
>> project a mapping coordinates to a mesh, in one of frank videos he
>> used the uv project node to clean up dolly tracks,that might have
>> been done using the project 3d node too, so whats the difference
>> in using uv project node for cleanup work? thanks ..
>> [img][/img]
>> >
>> >
>> >
>> >
>>
>
>
>
> Thanks Ivan.
>
>
>
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