scanline render times out of 3D

Hi, I am projecting 3k tif images onto geometry and then rendering out at HD. When I go to render the sequence (68 frames) out of the scanline renderer it takes around 15 hours!
Is this normal? Are there any tricks to optimise my render times?
I am fairly new to using the 3d side of nuke and I’m hoping there is some simple checkbox solution. Please help ASAP! (deadline tommorow)

My multiSample tab is at default:
samples:1
shutter:0.5

Frame Blending (Furnace?)

I have two plates that were shot using the same locked camera with guys running in them.

There are a few frames missing, I’d say about 5 which I assume came about as the original edit had a cut in the middle, and I want to put the two plates back together.

Now these middle frames are gone and I’d like to try and fill them out again. Can any of the Furnace tools do this with their motion estimation stuff?

It doesn’t even have to be 100% (the plates are really crummy as it is, so some noise and stuff won’t be too noticible) but just something to avoid the jump between the crossover. I’ve tried using a dissolve but there’s too much difference between the hero figure in the centre. A dissovle would probably work if I had a few created frames.

Any ideas would be most welcome!

Thanks

The Foundry Geek Fest At Siggers

Hi

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As always we will be showing some amazing new things, roadmaps,
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getting tracks from 3d geometry

Hello, I was wondering if I have a matchmove camera and geometry (let’s say even just a cube for example) and I want to get a 2d track from let’s say one of the vertexes of the cube, how do I do that? I know I could use the "points to 3d" node which I have tried and works well (and doesn’t require geometry), but what if I have geometry and want to just get one or more tracks out of it to use in the 2d environment? thanks!

Confused by colorspaces.

Hey everyone.
Want to make sure that i’m on the right track (or not).The question is,do i have to switch the "colorspace" tab (read node) to "linear" only if i’m going to apply any kind of adjustments,and once i’m done with it use the gamma node to bring it to the proper colorspace.
In other words,do i have to set an image to linear colorspace if i intend to use it for compositing.
Thanks!^^

Scaling issues!!!

If i take a picture in and reformat it slightly down in size on one direction only. If i compare this to the original the quality loss (resampling) is quite bad. Is there a way to get better results?

GRIDWARP NODE…help!

Hi All,
I am using the Gridwarp node to warp an image for a tv. The Tv has a bow on the sides, so I need to warp out the middle. My problem is, all though I can warp the image, the edges will not warp out. It’s like it auto-crops the edges and will not allow me to change the shape of the image.

Anyone know what i’m talking about? any work arounds?
Thanks,
Lou

stmap inverted with expressions

Hi all.

Using the expressions:
r(forward.u*width, forward.v*height)
g(forward.u*width, forward.v*height)
b(forward.u*width, forward.v*height)

(assuming forward.u and v are uv channels) one can replicate the stMap node’s behaviour (except for no subpixel filtering).
However, how would one go about getting the opposite behaviour?
That is, "projecting" something onto a uv pass at a certain frame and have it follow the uvs?

I have tried all mathematical formulas I can think of and at this point my head starts to hurt.

The problem is the way the expression node loops over the coordinates and REASSIGNS values.
It works like this:
for Red(at x coord, y coord) ASSIGN Red(at forward.u *width, forward.v*height)

What I am trying to do is:
for Red(at forward.u *width, forward.v*height) ASSIGN Red(at x coord, y coord).

I’m guessing I should divide by something and subtract half of the result by the x and y coordinates of something else (or something like that) but like I said, my head HURTS, so voila, I turn to you experts.. 🙂

Here is a visual breakdown (it might help explaining what I was trying to do:

img 1: My painted mask/element or whatever I want to have follow the uv pass.

img 2: uv pass

img 3: painted mask following the uvs using the expressions.

img 4: mask painted on top ov uv pass in view space

img 5: desired output that can then again be reassigned to follow the uvs using my expressions (or stmap).
Note: This is what I want. It is basically a "cropped" version of my mask where the x,y coordinates from the underlying uv pass are normalized to the project format so it can be retextured back onto the uv pass using stmap.

Hope anyone has any ideas!

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Merging different merges

hi, i am new user of nuke and i have a doubt. i have used furnace wire removal to remove a few wires and then merged them using merge node with ‘max’ function. i have also done some patch work to clean up the plate and then used merge node with ‘over’ function.

now the problem lies when i try merging them with a new merge node (over). i connected the ‘b’ to my main footage and ‘a1’ to patchwork merge node and ‘a2’ to wire removal merge node. the merge doesn’t show ‘a1’ and create a weird result with ‘a2’. now when i switch the function to ‘max’, then ‘a1’ starts appearing transparent and ‘a2’ works fine. i tried it vice versa.

can anyone suggest me something?? i am using nuke 6.

Randomly disable expression

Hey

anyone know an expression where i can disable a node randomly or every given frames?

I have a spotlight and i want to make it flicker on the talent.

Thanks.