Ok, so here's a few pointers that should let you make it work with either
of the examples.
1. Common to all 3 examples. Keep your transform nodes stacked together.
Adding the Grade node between transforms is breaking concatenation between
them.
2. In the first example, use a "cloned" transform on
I attempted all the methods described. I did a standard Transform, a 3d Card
set up and then a 3d scene set up. all three methods produced the same results.
I also included a Reformat set up to illustrate what I had initially done and
my problem of large plates... I hope this better helps any on
I think the 3d cards technique would be simple. I have done this in 3dsmax
for cosmic zooms.
Dave
On Tue, Apr 10, 2012 at 10:03 AM, randyslit...@gmail.com <
randyslit...@gmail.com> wrote:
> **
> Did you try using the card 3d node?
>
>
>
>
> - Reply message -
> From: "mesropa"
> To:
>
Yeah, this is the single most annoying/dangerous bug in Nuke. I've
encountered this numerous times over the years (since D2Software days
actually). It would be really nice to have some sort of collision
handling if anything threatens to interfere with the default channel sets.
Have you done a
Did you try using the card 3d node?
- Reply message -
From: "mesropa"
To:
Subject: [Nuke-users] Creating infinate zoom and image nesting
Date: Mon, Apr 9, 2012 18:09
I have been trying for the last few days in creating an Earth Zoom also known
as a Cosmic Zoom or as I like to think of
there are probably other solutions to this, but my first go
would be to use a master transform node for the zoom and create
expression linked (or cloned) instances in every branch of each
tile before the merge, then a separate transform to adjust scale
and then merge them..
something like:
Hi,
In Nuke, I think there's 2 ways you could go about this:
1 - Keep all your transforms together for each image, before merging them
together. That means you'll probably want to have one master transform that
drives the camera move, and have it cloned (or expression linked) as the
last transfor
I have been trying for the last few days in creating an Earth Zoom also known
as a Cosmic Zoom or as I like to think of it simply as "image nesting". I found
a tutorial for it in AE and it seams straight forward. It can also be done in
Flame with the same logical steps, however I have been unabl
type help('_curvelib') on script editor and run to find out the attributes.
ltt = lifetime
opc = opacity
and so on.
Hi Alex, you have to do it like this (for lifetime, for example). They
should really change the way this works, I have a bug id for it: bug
#10544
nuke.knobDefault("RotoPaint.t
Hi Alex, you have to do it like this (for lifetime, for example). They
should really change the way this works, I have a bug id for it: bug
#10544
nuke.knobDefault("RotoPaint.toolbox", '''clone {
{ brush ltt 0}
{ clone ltt 0}
{ blur ltt 0}
{ sharpen ltt 0}
{ smear ltt 0}
{ eraser ltt 0}
{ reveal
hello,
Is there a straight forward way of setting the tool bar knobDefaults on
create for the RotoPaint node?
ie
nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
obviously don't work or I'm missing something.. also not sure what
thanks frank - i did just that and it has worked so far. The strange thing is
I did find one gizmo that had a redguard layer in there but not with all of the
channels that were showing up in my script - also no hint of why they would
start replacing rgba. Anyway thanks
Thomas
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