Nuke / Fusion Artist
Posted in: Freelancer ListingsI am Vancouver based compositor. I am ok to work anywhere in the world! You can reach me from here.
My Reel: http://vimeo.com/14809680
I am Vancouver based compositor. I am ok to work anywhere in the world! You can reach me from here.
My Reel: http://vimeo.com/14809680
Currently I have 2 layers each with:
Specular
Reflection
Direct
Diffuse
Indirect
I am using merge nodes with a combination of multiply and plus for different passes, but I’m having trouble getting it to come out right.
I rendered out a frame stack with both a 2D and 3D motion vector pass. F_MotionBlur actually does a damn good job of just taking on the motion estimation itself, but as soon as I plug in my motion vectors, I start to get weird results.
I first tried the 2D motion vectors. I am running my EXR read through a Copy node to move the motion vectors from their strangely named maya channel into RGB, and then pluggin that into the BgVec input of my F_MotionBlur node. This just gives me a little bit of ghosting as if it’s just sampling the frames around the current frame and overlaying them with varied alpha.
So next I tried copying the 3D vector pass into RGB and doing the same thing. This just makes a progress window pop up where the remaining time endlessly increases (currently at 5 hours remaining and 2% completion).
I’ve also tried copying the motion vector passes into the Motion channel instead of RGB and then plugging it in to BgVec which gives me the same results as the 2D vectors described above.
Any ideas what I’m doing wrong?
I would like to animate the center of the Transform1 node and have the center of the Transform2 node move the opposite way. (i.e. (1-Transform1.Center))
Could anyone tell me how to achieve that?
Thanks in advance 🙂
I have a Nuke scene with a number of Nuke 3D / Geometry / Cubes, which have all been scaled to be be the shape / depth of a photo frame. Each ‘cube’ has a texture applied and a camera has been animated to move through them. I also have a number of lights in the scene.
When I render the scene via the scanline renderer I can see many texture glitches, i.e. it looks like the texture pops either at the top or the side of the cube.
I’ve tried anti-aliasing / no effect and upping the multisampling simply softens the glicth, but it’s still visible.
Any suggestions would be much appreciated.
Cheers
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