Re: [Nuke-users] layered projection on merged geo

2013-07-22 Thread Michael Garrett
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

2013-07-22 Thread Falko Paeper
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
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__
Falko Paeper

Tel. 0173 74 84 449
falko.pae...@filmakademie.de | falko-pae...@web.de
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg


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__
Falko Paeper

Tel. 0173 74 84 449
falko.pae...@filmakademie.de | falko-pae...@web.de
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg


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Re: [Nuke-users] layered projection on merged geo

2013-07-19 Thread Michael Garrett
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
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Re: [Nuke-users] layered projection on merged geo

2013-07-19 Thread 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
>> ___
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Re: [Nuke-users] layered projection on merged geo

2013-07-19 Thread Ari Rubenstein
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
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Re: [Nuke-users] layered projection on merged geo

2013-07-19 Thread Julik Tarkhanov
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,
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Re: [Nuke-users] layered projection on merged geo

2013-07-19 Thread Falko Paeper

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
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Falko Paeper

Tel. 0173 74 84 449
falko.pae...@filmakademie.de | falko-pae...@web.de
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg


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[Nuke-users] layered projection on merged geo

2013-07-19 Thread 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
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