read node

hey guys i am using 2 read doing a simole merge .
the thing is both my read use diferent frame no. one start with 01 til 190
and the other one is 1800-1890
no thew thing is i am not able to play both the clips one oth them is on hold ie reamian at the same frame..
i set my setting to input , global,or custom but the problem persist.
i know i am doing something stupid…please help me out here..:confused:

SSS – Layers in Nuke

Hi guys and gals,

I received all the layers for building a SSS composite on a character (tentacle from my other posts) and I was having an issue with the backscatter. First motion vector problems, now sss! In trying to better understand how skin works I came to the conclusion that my layer order should be.

Backscatter <merge(plus)> Subdermal <merge(plus)> Epidermal <merge(plus)> Specular <merge(plus)> Reflection <merge(multiply)> Ambient Occlusion.

I get a decent result with everything but the backscatter. It doesn’t seem to be doing much at all. When rendering inside of Maya the results look very good – but consequently something is happening when we render the SSS as layers for compositing. My questions are:

1) Are we approaching this the correct way with the type of layers? I believe we need a diffuse layer so I mentioned that to the 3D guy and he’s going to try to get that to me tomorrow.

2) I would think that the epidermal and subdermal need to have some sort of transparency map applied to them, but maybe I am wrong? They look awfully opaque so I was reducing their opacity inside of nuke.

3) Is there a specific way that nuke needs to handle the layers? Ie: Specific math to replicate the look from maya?

Please check out my script in the images below. The images that have backgrounds are renders from the Maya artist. You can clearly see the transparency in the suction cups of the tentacle – thats what I am losing in Nuke. You can also see a render of how the backscatter should interact with the epidermal. You can download 1 frame of each pass along with my nuke temp project here (if you want to play around):

http://nickguth.com/vfxtalk/RenderPasses.zip

If you guys have any thoughts or processes that would be greatly appreciated! We’re trying to nail out what render layers we need this weekend before we pound the render farm at school with 50+ shots. Thanks!

For those who are going to download the files to look at: Could you let me know if the passes look correct? I was thinking the fresnal pass looks kind of wrong, but I don’t really know for sure.

Cheers.

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RmanConnect

Any one using using….need help to set the plugin to work…tried the documentation page but cudnt get clue..
http://danbethell.github.com/rmanconnect/

any explanation to how to make it work,

thkns

Exporting an anaglyph from Nuke

So I’m doing this project and I need to do some cheesy red-blue anaglyph 3D.

I’ve figured out most of the workflow, but I can’t figure out how to render a file with the anaglyph data baked into it. I don’t need 2 seperate views, I just want it to have the red-blue seperation baked into the file so I can pass it off to the video producers.

When I try to render it out as a quicktime it gives me an error saying "write1 cannot be executed for multiple views." I just want it to render out what’s showing up in the viewer. Any ideas?

Motion Vectors out of Maya for Nuke

I think my brain is going to explode. I’ve read so many posts about people’s solutions and problems with Motion Vectors in nuke, but I can’t seem to find any that actually works for.

My scene is a tentacle moving around – as well as a camera moving around it. I am trying to export the motion vector data from maya to do the post compositing motion blur but I can’t find a suitable shader to apply. I tried the lm_2MV shader with no luck, tried the mv2DToxik but am getting very weird results, tried the 3d and normalized 2d as well.

The problem with the 3D blur is that it is giving me more than just Red and Green. The problem with the normalized 2d is that the values are all within .001 of eachother inside Nuke (the image looks completely yellow) and it has a grey background, which I suppose can be matted out with an alpha. The mv2DToxik pass is like a rainbow on crack.

What am I doing wrong? Maybe someone out there has figured out a good way to get motion blur inside of nuke from Maya2010? RSMB doesn’t work well for my scene either.


Nick

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Nuke 6 & QMaster – anyone got it to work?

Hi everybody,

Been trying to get Nuke 6 to play with qmaster – but it keeps failing. The log says it fails to flatten the mov file (trying to render to quicktime).

Any suggestions?

TIA
Ziggx

Luminance Mask

Hi all,

I have created a simple gizmo but I think it can be quite useful, so I would share it with you
That’s for creating mask based on the luminance, it is fully adjustable.

you can test it and let me know…

Voila… that’s all folks

Attached Files
File Type: gizmo LuminanceMask_v1.gizmo (2.1 KB)

nUKE MASTER CLASS LONDON

fbx import.!!

hi
I’ve imported an animated ball and camera into nuke through fbx..
but it seems camera moves correct but the ball got symmetrical and grown.!! 🙁
how can i fix it.!?:happydevi

Unpremultiply vs. Premultiplied Checkbox

Today, I decided to mess around with some new workflows and I stumbled upon this. I’m getting way different results when I use an Unpremultiply than if I check the Premultipled box on the read node. I was under the impression that these both did the same thing. When I premult them back into the comp, I’m getting different edging as well.

Can anyone explain this?

Using Nuke 5.1v5

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