The Foundry / Nuke Wallpapers

Hello,

Does anyone have The Foundry / Nuke wallpapers ?

thanks,

bern

Get “real” positions of corner points with multiple consecutive corner pins

Okay, so I’ve made life hard on myself, and I didn’t realize how much so until just now. Hopefully, there is a simple expression that somebody can help me figure out.

I am working on a shot on my reel. Decided to try using Mocha to do some tracking since I have access to it through fxphd, and I could stand to learn it better. Got a bad track. (Surely my fault, since I haven’t actually done the mocha course yet.) But, it was kind of close, so I decided to use it along with another corner pin node. The corner pin node from Mocha gave me rough movement, then I just had to fine tune everything with my additional corner pin node. It seemed to work well enough.

But, now I want to do an expression based on the actual position of the corner points in the frame. And I have no idea how to do it.

I assume I’m not explaining this well enough, so I am attaching a Nuke script that shown what I want, and uses my actual two corner pin nodes. I’m hoping to avoid having to completely redo the track to make this work. I’m lazy. 🙂

CornerPin2D #1 to1.x = 924
CornerPin2D #2 to1.x = 484
Resulting Point = 644

I’m imagining that there’s a simple relation between these numbers that doesn’t require me doing a ton of matrix math, but I’m just not seeing it.

Attached Files
File Type: nk TwoCornerPins.nk (48.6 KB)

Problem with nuke’s render

Hi
I am a new user of nuke and have a problem with nuke render.
After i add write node and chose export file format and press render this message appear : "Write1 cannot be executed for multiple frames. "
Any body knows what’s cause this problem?
Sorry for bad English.
Thanks.

ReadGeo node: center pivot point

was wondering if there is a fast way to center an objects pivot point when using the ReadGeo node?

rather than doing it manually,as I have quite a few meshes in my scene.
Cheers

Blast Wave

Hi, I have a scene in where an explosion goes off and I was wondering if there are any techniques or plugin effects that I could use to achieve a blast wave within Nuke.

Thanks

Explain relighting without the rocket science

Hi all,
I understand that if you take your 3d model and render out an image into nuke. You can "relight" or move the position of the light, thus eliminating going back into Maya to re-position the lights.

This sounds as eventful as the invention of the Internet.
However, I have yet been able to recreate this in nuke. I have watched the foundrys 2.5 relighting.
5 minutes into that video and I was as lost as a flea in space.

From what I understand, (and that’s not much) is that you render out a position pass in a 3d app and somehow when you move nukes light around, the "Image" relights?

I found a vray tutorial about a point cloud node & sampler infotex which created a point cloud of your image?

So confused, so:
1. Do you need to make your image into a point cloud (2.5 D ) to relight it?
2. If not, does anyone know of a good (EASY) tutorial that walks you thru to relight your model?

Thanks,
Lou

Ocula 2.0v2 released

The Foundry is pleased to announce that Ocula 2.0v2 has been released adding Nuke 6.0 support.

Ocula 2.0v2

This is a maintenance release of Ocula.

Release Date
30 April 2010

Requirements

  1. Nuke 5.2v2 (or higher) on Windows XP SP2, XP64; Mac OS X 10.5 "Leopard" and 10.6 "Snow Leopard"; Linux CentOS 4.5 (32-bit and 64-bit).
  2. Foundry FLEXlm Tools (FFT) (5.0v1 or later) for floating license support.

New Features
There are no new features in this release.

Improvements
There are no improvements to existing features in this release.

Fixed Bugs

  1. BUG ID 8222 – Ocula didn’t obey requests to force the use of interactive licenses in render mode, that is, when Nuke is run with "-xi".
  2. BUG ID 9122 – Disparity channel was corrupt showing vertical striping.
  3. BUG ID 9165 – Disparity maps could look different on Windows XP compared to other platforms.
  4. BUG ID 9170 – Disparity channel was corrupt on the first frame.
  5. BUG ID 9960 – Ocula licenses (ocula_nuke_i) were not returned until the Nuke session was closed.
  6. BUG ID 10230 – O_Solver was very unstable.
  7. BUG ID 10565 – There was an intermittently inconsistent result from O_Solver, related to viewer framing.

Known Bugs and Workarounds

  1. BUG ID 2349 – Add a standard plug-in path for Nuke plug-ins. Later releases of Nuke will pick up the Ocula plug-ins automatically. In the meantime, you will need to set your NUKE_PATH environment variable to (replace x.x with the version of Nuke you’re using, for example 5.2 or 6.0):
    • On Windows: C:\Program Files\Common Files\Nuke\5.x\plugins\Ocula\2.0
    • On Mac OS X: /Library/Application Support/Nuke/5.x/plugins/Ocula/2.0
    • On Linux: /usr/local/Nuke/5.x/plugins/Ocula/2.0
  2. BUG ID 9188 – O_ColourMatcher: In block-based matching mode, colour fringing can occur where there are high-contrast regions in the input images.

Product Website

Does Adobe Illustrator files work in Nuke

I have a vector file a friend made in AI is their an import tool out thier that im missing im using nuke 6.0v5 or is thier a format that i must save in AI export?

python versions

hi,

does nuke install its own version of python or does it use whichever version is part of snow leopard ? and if so, is there a way to check what version nuke is using ?

PointCloud Relighting Test

Hi There

I tested relighting in Nuke with pointPass

Attached Thumbnails

Click image for larger version

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