http://www.postmagazine.com/Media/VideoLibrary/Simon Robinson The Foundry.swf
Its simple basic run of the mill 2 node setup merged (over) with no alpha at all, yet there is weird transparency on it…WTF?? the mix slider is on default 1 so im not introducing any trans at all.
Any ideas?..i tried a premult but that created other issues.
Regards
K.
If I were to do this in Maya, I’d add a custom attribute and keyframe that, then add an expression to the target attribute that multiplied that custom attribute by a noise function.
How would I accomplish this in Nuke?
Mysterious error message
Posted in: NUKE from The FoundryWarning_ RotoPaint1: [PaintEngine] Abort/Cancel checked with no valid trees. This op most likely needs to have its parent set correctly.
Any ideas anyone?
Pic format
Posted in: NUKE from The Foundrysingle pic format file not supporting in nukex 6.0 v7 32bit.. i have tried a lot what to do. then i have attached simple test file also. can any one give a solution for this….. thanks in advance…………..:confused:
I am working in a project and I am using the software nuke 6.0 v4 for the video edition. I want to export mi project from nuke to video (*.avi, *.mpg or some other type of video) I don´t find information about this.
I ‘ ll waiting for answers.
Thanks
All of my work (up until now) has been with HD footage. Today I was handed a 5min short, that was Scanned from Film (35mil)
I am very fuzzy on "color spaces, 4:2:2 , Lin vs Cin, etc..
How do I know what color space this footage is in? Is it 4:2:2 ?
In Nuke, is there a way to find out?
Also, The scanned footage is on a Mac pro, which was rendered out as an QT (pro res ). If it was rendered with the wrong (pro-res setting) will that screw up my color space?
When the guy rendered it on FCP, I told him to pick 4:2:2,
How can I tell if it is 422 , linear, cin,10bit, 8 bit?
My biggest problem is that NUKE 32 bit, Can’t read the QT.
It says No such file or directory. Yet, when I select the file, it shows the movie in the "preview" window .I could scrub thru, it but. as soon as it comes in, I get the error.
Thanks,
Apologies in advance if this is a daft question – I’m sure plenty get asked but I am scratching my head a little.
Basically, When I am using a pan and tile setup, when I nodally pan the camera around, I am getting very odd playback, it looks like it isn’t refreshing fast enough – I can’t show you anything on screen-grab because it only shows up when being played. This occurs both in Framecycler and from rendered frame sequences played back in something else.
It also does the same thing if I render the pan and tile to a latlong and place on a sphere…
I am wondering if it is the graphics card and monitor combo – I am using a Samsung Syncmaster 245B at 60hz (the only rate it offers, I think) and a QuadroFX 580.
I am also left wondering that I could be a collosal thicko – if so please prove this theory right – I will be forever grateful for an answer!!
Cheers!!
Rob
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.
Problems with F_MotionBlur
Posted in: NUKE from The FoundryI 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?