Re: [Nuke-users] layered projection on merged geo
I haven't looked at that, but it seems more of an issue of projecting onto multiple pieces of geo with individual project3d nodes rather than with one node across merged geo, since the visual result is fine in that scenario. Overall though, I consider this problem solved. On 22 July 2013 05:35, Falko Paeper wrote: > Have you tried to increase the samples in the ScanlineRender node to get rid > of the artifacts? > > > Zitat von Michael Garrett : > >> Actually, I'm still getting some minor artefacts using this method, >> for whatever reason, with this particular geometryas opposed to >> projecting across the merged geo. But once you add motion blur, it's >> fine so I'll deal with it. >> >> >> On 19 July 2013 15:27, Michael Garrett wrote: >>> >>> Thanks for the responses...Falko, your example seems to work, great! I >>> think it's counter intuitive to need to apply the MergeMat to each >>> separate piece of geo upstream of the MergeGeo or Scene node and I was >>> concerned there may be some artifacts doing it that way...but it works >>> which is what counts. >>> >>> Michael >>> >>> >>> >>> >>> On 19 July 2013 13:54, Ari Rubenstein wrote: Not sure what Falco suggested since I'm away from computer, but... What about using an add channel node after your project3D shader, shuffle into this newly added channel, then place an apply material node for this after the mergeGeo ? (Not certain of this but seems feasible) Ari Blue Sky Sent from my iPhone On Jul 19, 2013, at 1:17 PM, Falko Paeper wrote: > You mean something like this? > > set cut_paste_input [stack 0] > version 7.0 v8 > Camera2 { > inputs 0 > translate {-4.029312134 1.01058495 0.2428448796} > rotate {-11.9046 -90.3295517 -4.773383466e-008} > name Camera2 > selected true > xpos 706 > ypos -476 > } > set Nd0009e50 [stack 0] > push $Nd0009e50 > push $cut_paste_input > Camera2 { > translate {-1.36818707 0.9573410749 1.405868173} > rotate {-27.13930075 -46.7732 2.767881227} > name Camera1 > selected true > xpos 699 > ypos -714 > } > Constant { > inputs 0 > channels rgb > color {0 1 0 0} > name Constant4 > selected true > xpos 571 > ypos -849 > } > Project3D { > inputs 2 > name Project3D1 > selected true > xpos 571 > ypos -681 > } > set Ncfc8a620 [stack 0] > Constant { > inputs 0 > channels rgb > color {1 0 0 1} > name Constant3 > selected true > xpos 782 > ypos -825 > } > MergeMat { > inputs 2 > name MergeMat2 > selected true > xpos 769 > ypos -622 > } > Cube { > name Cube2 > selected true > xpos 769 > ypos -585 > } > push $Ncfc8a620 > Constant { > inputs 0 > channels rgb > color {0 0 1 1} > name Constant2 > selected true > xpos 377 > ypos -836 > } > MergeMat { > inputs 2 > name MergeMat3 > selected true > xpos 377 > ypos -657 > } > Cube { > translate {0.129952 0.187936 0.805943} > name Cube1 > selected true > xpos 377 > ypos -561 > } > MergeGeo { > inputs 2 > name MergeGeo1 > selected true > xpos 491 > ypos -507 > } > Scene { > inputs 2 > name Scene1 > selected true > xpos 494 > ypos -462 > } > push 0 > ScanlineRender { > inputs 3 > motion_vectors_type distance > name ScanlineRender1 > selected true > xpos 484 > ypos -321 > } > > > > Zitat von Michael Garrett : > >> I want to layer a projection across individually textured merged geo. >> I find this scenario extremely useful for adding touch-up projections >> in areas where geo is overlapping and you want to create a blend area >> because the texture looks nasty at the overlapping area. >> >> I'm not sure if I'm having a brain fog today or if this is something >> that really hasn't come up for me before in Nuke, but the only way I >> can see to do this right now is to have two ScanlineRender outputs. I >> need something like a MergeMat but it's the MergeGeo (or Scene node) >> upstream of it that kills the ability to use it. I figured this would >> possibly be a good application of BlendMat but I can't get that >> working except with the underlying vertex colour. Thanks for any >> insight here, or maybe I should put in a feature request? >> >> Cheers, >> Michael >> ___ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > > __ > Falko Pa
Re: [Nuke-users] layered projection on merged geo
Have you tried to increase the samples in the ScanlineRender node to get rid of the artifacts? Zitat von Michael Garrett : Actually, I'm still getting some minor artefacts using this method, for whatever reason, with this particular geometryas opposed to projecting across the merged geo. But once you add motion blur, it's fine so I'll deal with it. On 19 July 2013 15:27, Michael Garrett wrote: Thanks for the responses...Falko, your example seems to work, great! I think it's counter intuitive to need to apply the MergeMat to each separate piece of geo upstream of the MergeGeo or Scene node and I was concerned there may be some artifacts doing it that way...but it works which is what counts. Michael On 19 July 2013 13:54, Ari Rubenstein wrote: Not sure what Falco suggested since I'm away from computer, but... What about using an add channel node after your project3D shader, shuffle into this newly added channel, then place an apply material node for this after the mergeGeo ? (Not certain of this but seems feasible) Ari Blue Sky Sent from my iPhone On Jul 19, 2013, at 1:17 PM, Falko Paeper wrote: You mean something like this? set cut_paste_input [stack 0] version 7.0 v8 Camera2 { inputs 0 translate {-4.029312134 1.01058495 0.2428448796} rotate {-11.9046 -90.3295517 -4.773383466e-008} name Camera2 selected true xpos 706 ypos -476 } set Nd0009e50 [stack 0] push $Nd0009e50 push $cut_paste_input Camera2 { translate {-1.36818707 0.9573410749 1.405868173} rotate {-27.13930075 -46.7732 2.767881227} name Camera1 selected true xpos 699 ypos -714 } Constant { inputs 0 channels rgb color {0 1 0 0} name Constant4 selected true xpos 571 ypos -849 } Project3D { inputs 2 name Project3D1 selected true xpos 571 ypos -681 } set Ncfc8a620 [stack 0] Constant { inputs 0 channels rgb color {1 0 0 1} name Constant3 selected true xpos 782 ypos -825 } MergeMat { inputs 2 name MergeMat2 selected true xpos 769 ypos -622 } Cube { name Cube2 selected true xpos 769 ypos -585 } push $Ncfc8a620 Constant { inputs 0 channels rgb color {0 0 1 1} name Constant2 selected true xpos 377 ypos -836 } MergeMat { inputs 2 name MergeMat3 selected true xpos 377 ypos -657 } Cube { translate {0.129952 0.187936 0.805943} name Cube1 selected true xpos 377 ypos -561 } MergeGeo { inputs 2 name MergeGeo1 selected true xpos 491 ypos -507 } Scene { inputs 2 name Scene1 selected true xpos 494 ypos -462 } push 0 ScanlineRender { inputs 3 motion_vectors_type distance name ScanlineRender1 selected true xpos 484 ypos -321 } Zitat von Michael Garrett : I want to layer a projection across individually textured merged geo. I find this scenario extremely useful for adding touch-up projections in areas where geo is overlapping and you want to create a blend area because the texture looks nasty at the overlapping area. I'm not sure if I'm having a brain fog today or if this is something that really hasn't come up for me before in Nuke, but the only way I can see to do this right now is to have two ScanlineRender outputs. I need something like a MergeMat but it's the MergeGeo (or Scene node) upstream of it that kills the ability to use it. I figured this would possibly be a good application of BlendMat but I can't get that working except with the underlying vertex colour. Thanks for any insight here, or maybe I should put in a feature request? Cheers, Michael ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users __ Falko Paeper Tel. 0173 74 84 449 falko.pae...@filmakademie.de | falko-pae...@web.de Skype: fpaeper Karlsplatz 1 | 71638-Ludwigsburg This message was sent using IMP, the Internet Messaging Program. ___ 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 __ Falko Paeper Tel. 0173 74 84 449 falko.pae...@filmakademie.de | falko-pae...@web.de Skype: fpaeper Karlsplatz 1 | 71638-Ludwigsburg This message was sent using IMP, the Internet Messaging Program. ___ Nuke-users mailing list Nuke-users@support.thefoundry
Re: [Nuke-users] layered projection on merged geo
Thanks for the responses...Falko, your example seems to work, great! I think it's counter intuitive to need to apply the MergeMat to each separate piece of geo upstream of the MergeGeo or Scene node and I was concerned there may be some artifacts doing it that way...but it works which is what counts. Michael On 19 July 2013 13:54, Ari Rubenstein wrote: > Not sure what Falco suggested since I'm away from computer, but... > > What about using an add channel node after your project3D shader, shuffle > into this newly added channel, then place an apply material node for this > after the mergeGeo ? (Not certain of this but seems feasible) > > Ari > Blue Sky > > Sent from my iPhone > > On Jul 19, 2013, at 1:17 PM, Falko Paeper > wrote: > >> You mean something like this? >> >> set cut_paste_input [stack 0] >> version 7.0 v8 >> Camera2 { >> inputs 0 >> translate {-4.029312134 1.01058495 0.2428448796} >> rotate {-11.9046 -90.3295517 -4.773383466e-008} >> name Camera2 >> selected true >> xpos 706 >> ypos -476 >> } >> set Nd0009e50 [stack 0] >> push $Nd0009e50 >> push $cut_paste_input >> Camera2 { >> translate {-1.36818707 0.9573410749 1.405868173} >> rotate {-27.13930075 -46.7732 2.767881227} >> name Camera1 >> selected true >> xpos 699 >> ypos -714 >> } >> Constant { >> inputs 0 >> channels rgb >> color {0 1 0 0} >> name Constant4 >> selected true >> xpos 571 >> ypos -849 >> } >> Project3D { >> inputs 2 >> name Project3D1 >> selected true >> xpos 571 >> ypos -681 >> } >> set Ncfc8a620 [stack 0] >> Constant { >> inputs 0 >> channels rgb >> color {1 0 0 1} >> name Constant3 >> selected true >> xpos 782 >> ypos -825 >> } >> MergeMat { >> inputs 2 >> name MergeMat2 >> selected true >> xpos 769 >> ypos -622 >> } >> Cube { >> name Cube2 >> selected true >> xpos 769 >> ypos -585 >> } >> push $Ncfc8a620 >> Constant { >> inputs 0 >> channels rgb >> color {0 0 1 1} >> name Constant2 >> selected true >> xpos 377 >> ypos -836 >> } >> MergeMat { >> inputs 2 >> name MergeMat3 >> selected true >> xpos 377 >> ypos -657 >> } >> Cube { >> translate {0.129952 0.187936 0.805943} >> name Cube1 >> selected true >> xpos 377 >> ypos -561 >> } >> MergeGeo { >> inputs 2 >> name MergeGeo1 >> selected true >> xpos 491 >> ypos -507 >> } >> Scene { >> inputs 2 >> name Scene1 >> selected true >> xpos 494 >> ypos -462 >> } >> push 0 >> ScanlineRender { >> inputs 3 >> motion_vectors_type distance >> name ScanlineRender1 >> selected true >> xpos 484 >> ypos -321 >> } >> >> >> >> Zitat von Michael Garrett : >> >>> I want to layer a projection across individually textured merged geo. >>> I find this scenario extremely useful for adding touch-up projections >>> in areas where geo is overlapping and you want to create a blend area >>> because the texture looks nasty at the overlapping area. >>> >>> I'm not sure if I'm having a brain fog today or if this is something >>> that really hasn't come up for me before in Nuke, but the only way I >>> can see to do this right now is to have two ScanlineRender outputs. I >>> need something like a MergeMat but it's the MergeGeo (or Scene node) >>> upstream of it that kills the ability to use it. I figured this would >>> possibly be a good application of BlendMat but I can't get that >>> working except with the underlying vertex colour. Thanks for any >>> insight here, or maybe I should put in a feature request? >>> >>> Cheers, >>> Michael >>> ___ >>> Nuke-users mailing list >>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> >> __ >> Falko Paeper >> >> Tel. 0173 74 84 449 >> falko.pae...@filmakademie.de | falko-pae...@web.de >> Skype: fpaeper >> Karlsplatz 1 | 71638-Ludwigsburg >> >> >> This message was sent using IMP, the Internet Messaging Program. >> >> ___ >> 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
Re: [Nuke-users] layered projection on merged geo
Actually, I'm still getting some minor artefacts using this method, for whatever reason, with this particular geometryas opposed to projecting across the merged geo. But once you add motion blur, it's fine so I'll deal with it. On 19 July 2013 15:27, Michael Garrett wrote: > Thanks for the responses...Falko, your example seems to work, great! I > think it's counter intuitive to need to apply the MergeMat to each > separate piece of geo upstream of the MergeGeo or Scene node and I was > concerned there may be some artifacts doing it that way...but it works > which is what counts. > > Michael > > > > > On 19 July 2013 13:54, Ari Rubenstein wrote: >> Not sure what Falco suggested since I'm away from computer, but... >> >> What about using an add channel node after your project3D shader, shuffle >> into this newly added channel, then place an apply material node for this >> after the mergeGeo ? (Not certain of this but seems feasible) >> >> Ari >> Blue Sky >> >> Sent from my iPhone >> >> On Jul 19, 2013, at 1:17 PM, Falko Paeper >> wrote: >> >>> You mean something like this? >>> >>> set cut_paste_input [stack 0] >>> version 7.0 v8 >>> Camera2 { >>> inputs 0 >>> translate {-4.029312134 1.01058495 0.2428448796} >>> rotate {-11.9046 -90.3295517 -4.773383466e-008} >>> name Camera2 >>> selected true >>> xpos 706 >>> ypos -476 >>> } >>> set Nd0009e50 [stack 0] >>> push $Nd0009e50 >>> push $cut_paste_input >>> Camera2 { >>> translate {-1.36818707 0.9573410749 1.405868173} >>> rotate {-27.13930075 -46.7732 2.767881227} >>> name Camera1 >>> selected true >>> xpos 699 >>> ypos -714 >>> } >>> Constant { >>> inputs 0 >>> channels rgb >>> color {0 1 0 0} >>> name Constant4 >>> selected true >>> xpos 571 >>> ypos -849 >>> } >>> Project3D { >>> inputs 2 >>> name Project3D1 >>> selected true >>> xpos 571 >>> ypos -681 >>> } >>> set Ncfc8a620 [stack 0] >>> Constant { >>> inputs 0 >>> channels rgb >>> color {1 0 0 1} >>> name Constant3 >>> selected true >>> xpos 782 >>> ypos -825 >>> } >>> MergeMat { >>> inputs 2 >>> name MergeMat2 >>> selected true >>> xpos 769 >>> ypos -622 >>> } >>> Cube { >>> name Cube2 >>> selected true >>> xpos 769 >>> ypos -585 >>> } >>> push $Ncfc8a620 >>> Constant { >>> inputs 0 >>> channels rgb >>> color {0 0 1 1} >>> name Constant2 >>> selected true >>> xpos 377 >>> ypos -836 >>> } >>> MergeMat { >>> inputs 2 >>> name MergeMat3 >>> selected true >>> xpos 377 >>> ypos -657 >>> } >>> Cube { >>> translate {0.129952 0.187936 0.805943} >>> name Cube1 >>> selected true >>> xpos 377 >>> ypos -561 >>> } >>> MergeGeo { >>> inputs 2 >>> name MergeGeo1 >>> selected true >>> xpos 491 >>> ypos -507 >>> } >>> Scene { >>> inputs 2 >>> name Scene1 >>> selected true >>> xpos 494 >>> ypos -462 >>> } >>> push 0 >>> ScanlineRender { >>> inputs 3 >>> motion_vectors_type distance >>> name ScanlineRender1 >>> selected true >>> xpos 484 >>> ypos -321 >>> } >>> >>> >>> >>> Zitat von Michael Garrett : >>> I want to layer a projection across individually textured merged geo. I find this scenario extremely useful for adding touch-up projections in areas where geo is overlapping and you want to create a blend area because the texture looks nasty at the overlapping area. I'm not sure if I'm having a brain fog today or if this is something that really hasn't come up for me before in Nuke, but the only way I can see to do this right now is to have two ScanlineRender outputs. I need something like a MergeMat but it's the MergeGeo (or Scene node) upstream of it that kills the ability to use it. I figured this would possibly be a good application of BlendMat but I can't get that working except with the underlying vertex colour. Thanks for any insight here, or maybe I should put in a feature request? Cheers, Michael ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >>> >>> >>> __ >>> Falko Paeper >>> >>> Tel. 0173 74 84 449 >>> falko.pae...@filmakademie.de | falko-pae...@web.de >>> Skype: fpaeper >>> Karlsplatz 1 | 71638-Ludwigsburg >>> >>> >>> This message was sent using IMP, the Internet Messaging Program. >>> >>> ___ >>> 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@supp
Re: [Nuke-users] layered projection on merged geo
Not sure what Falco suggested since I'm away from computer, but... What about using an add channel node after your project3D shader, shuffle into this newly added channel, then place an apply material node for this after the mergeGeo ? (Not certain of this but seems feasible) Ari Blue Sky Sent from my iPhone On Jul 19, 2013, at 1:17 PM, Falko Paeper wrote: > You mean something like this? > > set cut_paste_input [stack 0] > version 7.0 v8 > Camera2 { > inputs 0 > translate {-4.029312134 1.01058495 0.2428448796} > rotate {-11.9046 -90.3295517 -4.773383466e-008} > name Camera2 > selected true > xpos 706 > ypos -476 > } > set Nd0009e50 [stack 0] > push $Nd0009e50 > push $cut_paste_input > Camera2 { > translate {-1.36818707 0.9573410749 1.405868173} > rotate {-27.13930075 -46.7732 2.767881227} > name Camera1 > selected true > xpos 699 > ypos -714 > } > Constant { > inputs 0 > channels rgb > color {0 1 0 0} > name Constant4 > selected true > xpos 571 > ypos -849 > } > Project3D { > inputs 2 > name Project3D1 > selected true > xpos 571 > ypos -681 > } > set Ncfc8a620 [stack 0] > Constant { > inputs 0 > channels rgb > color {1 0 0 1} > name Constant3 > selected true > xpos 782 > ypos -825 > } > MergeMat { > inputs 2 > name MergeMat2 > selected true > xpos 769 > ypos -622 > } > Cube { > name Cube2 > selected true > xpos 769 > ypos -585 > } > push $Ncfc8a620 > Constant { > inputs 0 > channels rgb > color {0 0 1 1} > name Constant2 > selected true > xpos 377 > ypos -836 > } > MergeMat { > inputs 2 > name MergeMat3 > selected true > xpos 377 > ypos -657 > } > Cube { > translate {0.129952 0.187936 0.805943} > name Cube1 > selected true > xpos 377 > ypos -561 > } > MergeGeo { > inputs 2 > name MergeGeo1 > selected true > xpos 491 > ypos -507 > } > Scene { > inputs 2 > name Scene1 > selected true > xpos 494 > ypos -462 > } > push 0 > ScanlineRender { > inputs 3 > motion_vectors_type distance > name ScanlineRender1 > selected true > xpos 484 > ypos -321 > } > > > > Zitat von Michael Garrett : > >> I want to layer a projection across individually textured merged geo. >> I find this scenario extremely useful for adding touch-up projections >> in areas where geo is overlapping and you want to create a blend area >> because the texture looks nasty at the overlapping area. >> >> I'm not sure if I'm having a brain fog today or if this is something >> that really hasn't come up for me before in Nuke, but the only way I >> can see to do this right now is to have two ScanlineRender outputs. I >> need something like a MergeMat but it's the MergeGeo (or Scene node) >> upstream of it that kills the ability to use it. I figured this would >> possibly be a good application of BlendMat but I can't get that >> working except with the underlying vertex colour. Thanks for any >> insight here, or maybe I should put in a feature request? >> >> Cheers, >> Michael >> ___ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > __ > Falko Paeper > > Tel. 0173 74 84 449 > falko.pae...@filmakademie.de | falko-pae...@web.de > Skype: fpaeper > Karlsplatz 1 | 71638-Ludwigsburg > > > This message was sent using IMP, the Internet Messaging Program. > > ___ > 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
Re: [Nuke-users] layered projection on merged geo
projectionist might help with that, but it uses mergemat... On 19 jul. 2013, at 18:45, "Michael Garrett" wrote: > I'm not sure if I'm having a brain fog today or if this is something > that really hasn't come up for me before in Nuke, ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] layered projection on merged geo
You mean something like this? set cut_paste_input [stack 0] version 7.0 v8 Camera2 { inputs 0 translate {-4.029312134 1.01058495 0.2428448796} rotate {-11.9046 -90.3295517 -4.773383466e-008} name Camera2 selected true xpos 706 ypos -476 } set Nd0009e50 [stack 0] push $Nd0009e50 push $cut_paste_input Camera2 { translate {-1.36818707 0.9573410749 1.405868173} rotate {-27.13930075 -46.7732 2.767881227} name Camera1 selected true xpos 699 ypos -714 } Constant { inputs 0 channels rgb color {0 1 0 0} name Constant4 selected true xpos 571 ypos -849 } Project3D { inputs 2 name Project3D1 selected true xpos 571 ypos -681 } set Ncfc8a620 [stack 0] Constant { inputs 0 channels rgb color {1 0 0 1} name Constant3 selected true xpos 782 ypos -825 } MergeMat { inputs 2 name MergeMat2 selected true xpos 769 ypos -622 } Cube { name Cube2 selected true xpos 769 ypos -585 } push $Ncfc8a620 Constant { inputs 0 channels rgb color {0 0 1 1} name Constant2 selected true xpos 377 ypos -836 } MergeMat { inputs 2 name MergeMat3 selected true xpos 377 ypos -657 } Cube { translate {0.129952 0.187936 0.805943} name Cube1 selected true xpos 377 ypos -561 } MergeGeo { inputs 2 name MergeGeo1 selected true xpos 491 ypos -507 } Scene { inputs 2 name Scene1 selected true xpos 494 ypos -462 } push 0 ScanlineRender { inputs 3 motion_vectors_type distance name ScanlineRender1 selected true xpos 484 ypos -321 } Zitat von Michael Garrett : I want to layer a projection across individually textured merged geo. I find this scenario extremely useful for adding touch-up projections in areas where geo is overlapping and you want to create a blend area because the texture looks nasty at the overlapping area. I'm not sure if I'm having a brain fog today or if this is something that really hasn't come up for me before in Nuke, but the only way I can see to do this right now is to have two ScanlineRender outputs. I need something like a MergeMat but it's the MergeGeo (or Scene node) upstream of it that kills the ability to use it. I figured this would possibly be a good application of BlendMat but I can't get that working except with the underlying vertex colour. Thanks for any insight here, or maybe I should put in a feature request? Cheers, Michael ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users __ Falko Paeper Tel. 0173 74 84 449 falko.pae...@filmakademie.de | falko-pae...@web.de Skype: fpaeper Karlsplatz 1 | 71638-Ludwigsburg This message was sent using IMP, the Internet Messaging Program. ___ 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] layered projection on merged geo
I want to layer a projection across individually textured merged geo. I find this scenario extremely useful for adding touch-up projections in areas where geo is overlapping and you want to create a blend area because the texture looks nasty at the overlapping area. I'm not sure if I'm having a brain fog today or if this is something that really hasn't come up for me before in Nuke, but the only way I can see to do this right now is to have two ScanlineRender outputs. I need something like a MergeMat but it's the MergeGeo (or Scene node) upstream of it that kills the ability to use it. I figured this would possibly be a good application of BlendMat but I can't get that working except with the underlying vertex colour. Thanks for any insight here, or maybe I should put in a feature request? Cheers, Michael ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users