Node structure in NUKE

I am deeply confused with the node structure or tree node . When , Where to attach a node if wanted and which to be connected.:confused:

help with new rotopaint

Somebody can help me with rotopaint masks?

How can I do for subtract a mask from another inside one node of rotopaint?

( I’m thinking in the some way of mask of aftereffects)

thanks!

Falling up Honored with the Award

An independent animated short produced through Charged Studios Artists In Residence Program, was honored this month with The Audie…

L3Deformer V1.0.1 (free upgrade)

L3Deformer V1.0.1 and L3Library V1.0.3 have been released. Both plugins are now also available for Maya 2009 and 2010.

Archmodels Vol. 98 Released

Archmodels vol. 98 includes 13 highly detailed models of vehicles with all textures, shaders and materials.

L3Deformer V1.0.1 & L3Library V1.0.3 released

Hi folks,

L3Deformer V1.0.1 and L3Library V1.0.3 have been released yesterday. Both plugins are now also available for Maya 2009 and 2010. We have lowered the price of L3Deformer for Maya 2009/2010 to 139,00€ (no tax included). We also offer new bundle and discount options if you would like to purchase L3Deformer for multiple versions of Maya. Check out our tools website for more details.

L3Deformer V1.0.1 (free upgrade)

New Features

  • Viewport 2.0 Support
    All deformer handles and support nodes now also show up in Viewport 2.0. Please note, that Maya’s Viewport 2.0 is still work in progress and missing a lot of functionality from the old viewport.
  • Curve Deformer: Per object texture sampling coordinate offsets
    Two new attributes allow to offset 2D/3D texture coordinates per target object attached to a curve deformer. This makes it very easy to apply texture based geometry randomization effects in curve space, without the need to use multiple curve deformers. Lightning effects with multiple streaks are a good example how to apply this new feature.
  • Curve Deformer: Tangent Mode
    The tangent computation method can now be set separately from normal mode. This provides a lot more flexibility when omitting the alignment curve.
  • Collision Deformer: Relax Iterations
    Relax iterations now use a float value instead of an integer. Thus the next relax cycle can be blended in smoothly. This allows to use varying relax iterations as an animated effect. Originally relax iterations were designed as a static mesh equalization feature. In addition the deformer will now work without any actual collision geometry. This allows to use the relax feature only, which can be handy to equalize e.g. nParticle, fluids or RealFlow meshes.
  • Texture Deformer: Slope Vector Mode
    When using geometry space displacement you can now optionally use the polygon normal instead of the actual displacement vector to compute the slope falloff.

For a complete list of changes please refer to the L3Deformer history.

UI Streamlining

We had a look at all UIs and streamlined some designs that required redundant extra clicks.

Performance Enhancements

We started to replace more Maya API classes and methods with our own technology that supports multithreading. Performance of texture and curve deformer has been increased. We will continue to push performance with each release cycle. We would like to ask you to request more API multithreading support from Autodesk. Being able to use all CPUs/cores of a modern system will not only drastically increase performance of our tools, but affect overall Maya performance and that of other custom tools.

L3Library V1.0.3

The free L3Library now supports a customizable floating shelf window (Maya 2011 and higher). We have taken our old CPS Toolbox and pimped it with QT features like docking options and 10 shelf tabs.

For a complete list of changes please refer to the L3Library history.

Check out our tools website for more information and new tutorials.

Cheers,
Kay

Andrew Salgado.

beams

fear10sm

hammer10_site

remember10_site

R&H India apprentice program paid

Hi guys, can anyone tell me that how much Rhythm & Hues India pay for there apprentice program.. thanx

Nuke Panel Scripting: Dynamic pullDown Knob

Nuke Panel: Dynamic pullDown Knob????

Hey Guys, got a SERIOUS problem:confused: I’ve asked this in another Thread but guess no-one’s noticing…
While creating dynamic drop-down menu in nuke, I am creating a panel this way: :niceone:

Code:

def panel_example():
  sequenceList = ['A B C']
  splitShotA = ['A A A']
  splitShotB = ['B B B']
  splitShotC = ['C C C']
  p = nuke.Panel("Browser Panel")
  p.addEnumerationPulldown("Select Sequence:", ''.join(sequenceList))
  p.addEnumerationPulldown("Select Shot:", ' '.join(splitShotA))
  p.addMultilineTextInput("Add Notes:", multilineTextInput)
  p.addBooleanCheckBox("Save Local:", booleanCheckBox)
 
  p.addButton("Cancel")
  p.addButton("Create")

  result = p.show()

  enumVal = p.value("Select Sequence:")
  if enumVal is not None:
    print "Select Sequence: ", enumVal

  boolVal = p.value("Save Local:")
  if boolVal is not None:
    print "Save Local:", boolVal

panel_example()


Here, am calling a list in Pull Down "Select Sequence"
What I want to do now is when user selects B in "Sequence List", "Shot List" should be recreated and be populated with splitShotB list….

Any help ‘d be greately appreciated…:radar: OR i’ll pull my hairs off!!! :scorching::splat:

Can’t render out alpha in simple video file

I have a read node in Nuke with a .mov file which definitely has an alpha channel (an explosion).

The simple question is how do I export this from Nuke while maintaining the alpha channel?

I want to do this directly, in other words I have nothing else plugged into it, just want to render it out with alpha as a test.

It’s to then be opened in FCP, and I’m using Apple ProRes 4444 which is supposed to support alpha channels. I have tried PNG too which is the format the clip is originally in and that hasn’t been a success either. In FCP I make sure to change clip to ‘straight alpha’ in ‘item properties>format’.

^Despite this, I have no alpha channel after the render from Nuke.

I’ve tried many different settings of ‘premultiplied’/’auto alpha’ etc. and I get no joy.

I know/think it’s going to be something simple, but I just can’t see it!

If this test works, then I am hoping to key some footage with Primatte and export the footage with alpha for compositing in FCP, so this was meant to be a ‘simple’ test. Is it possible to do that – remove green screen and export the footage with alpha channel for direct overlaying in FCP?

Thanks for any help.