I have got a dense point cloud from the point cloud generator and need to export not only the point cloud, but i need all the points to be exported as spheres and have the same RGB information that is stored in the point cloud generator node. Either python or a gizmo would work as long as I am able to render out an .fbx with all these points with the correct RGB information.
Any information would be greatly appreciated.:D:D
I’ve encountered this problem a couple of times where when playing back (or even jumping to) a certain place the timeline Nuke will crash. It seems as if it’s a problem with caching the material, it will cache once fine then when it plays off the cache as soon as it gets back to the frame I started the cache from it’ll crash. All the Terminal says is segmentation fault. It’s a more common behaviour (I haven’t tested thoroughly) when viewing the comp as opposed to just the source.
ANy one encountered this/might have a solution?
Thanks
Andrew
I am facing the problem with getting selected node inside the group. If the selected node is main view i used nuke.selectedNode() but command is not working when the selected node inside the group. Ex: My selection node is "Write1" ie inside the "Group1->Group2" Then I want output as Group1.Group2.Write1.
In the render i use /usr/local/Nuke6.2v1/Nuke6.2 -X Group1.Group2.Write1 <scene name>.
thanks inadvance.
Regards
konnara
label on a transform gizmo
Posted in: NUKE from The Foundryit would be interesting to find in a fast way an animated transorm when you have many….
let me know..
thanks in advance
mat
Is there any specific way to return a node selected inside a group?
I’m able to select a node inside a group since I know the name of the group in which the node is.
But how do i do the reverse, like if i select a node inside a group – i want to find out which group it belongs to.
Thanks in advance.
I have a Dell Precision T5500 workstation with 12-core Xeon processor and 24 GB RAM running Windows XP x64 SP2. I set the total paging file size to 24GB
The problem happens when Nuke is doing an operation and taking 23 MB of memory according to Windows Task Mgr, but I see the Virtual Memory size of the NUke 6.2 process to be 8 GB
Thanks
Nuke 6.2v3 Released
Posted in: NUKE from The FoundryNuke 6.2v3
This is a maintenance release of Nuke with feature enhancements and bug fixes.
Release Date
22 March 2011
Supported Operating Systems
Mac OS X 10.5 Leopard and 10.6 Snow Leopard (32- and 64-bit)
Windows XP SP2, XP64, Windows 7 64-bit
Linux RHEL 5.4 64-bit
New Features
There are no new features in this release.
Feature Enhancements
Several improvements have been made to the file browser. BUG ID 12177 – CornerPin: Added an invert button for swapping the
from values to to values and vice versa.
BUG ID 14032 – R3D reader: The gamma curve controls default value
was fixed to ensure compatibility between Nuke versions.
BUG ID 14782 – Python: Its now possible to add a channel using Python.
For example:
nuke.Layer(‘myLayer’, [‘red’, ‘green’, ‘blue’, ‘alpha’])
BUG ID 15018 – Python: Added three callbacks nuke.addAutoSaveFilter(), nuke.addAutoSaveRestoreFilter(), and nuke.addAutoSaveDeleteFilter().
BUG ID 15779 – Python: Cascading menus were added for enumeration knobs. For example:
knob = nuke.CascadingEnumeration_Knob( "Knob" , "testknob", ["test", "menu/menu a/one", "menu/menu a/two"] )
BUG ID 16106 – Python: Added a filenameValidate callback for validating file names in Write nodes.
BUG ID 16165 – Python: Added a Python Flipbook example on using RV flipbooking tool. For more information, see p. 573 of the Nuke User Guide.
BUG ID 16293 – File browser: The Next button now has a tooltip.
BUG ID 16371 – Python callbacks were added for Background render
progress tasks: nuke.addBeforeBackgroundRender, nuke.addBeforeBackgroundFrameRender, nuke.addAfterBackgroundRender, and nuke.addAfterBackgroundFrameRender.
BUG ID 16425 – A write time code checkbox and input/timecode metadata field have been added in order to embed timecode in QuickTime movie files.
BUG ID 16569 – Its now possible to set an expression link from the views control in the Write node to other controls.
BUG ID 16623 – Python: Added the ability to specify the group in which you want to create a new node. For example:
t = nuke.nodes.Group()
k = nuke.nodes.NoOp(parent = t)
BUG ID 16718 – A new use 8-bit root LUT option was added to Primatte. By default, Primatte will work in sRGB space. If you enable this option, it will use whatever colorspace is set for the 8-bit LUT in the root settings, as in Nuke versions prior to 6.1.
BUG ID 16729 – Python: A format() function was added to nuke.Node class to enable querying for the format that a particular node uses.
BUG ID 16781 – Added auto detection support for Iridas ITX LUTs.
BUG ID 16961 – Added a link to the Nukepedia website in the Help menu.
BUG ID 17266 – Project3D: A crop option was added for clipping to
camera near and far clipping planes.
BUG ID 17331 – Python: Added an ability to specify flipbook format. For example, to change the format to cin, you would amend renderdialog.py with the following:
import nukescripts
nukescripts.setFlipbookDefaultOption(‘intermediate Format’, ‘cin’)
Full Release Notes
So I made a grain plate using the DeNoise on one of the plates I’m working on. My problem is I’m unsure of how to apply the grain to the plate. I’ve taken a Luma key and applied the grain in the areas I want but I’ve tried pretty much all of the different operations in the the merge nodes and nothing works. The best was just using an "over" node and turning down the mix but then it still effects the blacks in the plate.
Anyone know how to apply grain from a grain plate onto another plate? (and no not sampling the grain plate with a ReGrain node :P)
Bending with Arri Alexa
Posted in: NUKE from The FoundryWe’re on a prod who use the camera Alexa and we have some bending problems when we re-created gradients. Does anybody meet this problem before ? What could be the solution ? We have tried to render gradients in tiff – 16 bits but it doesn’t fix the problem. The bending only appears with the rendering.
Thanks a lot ! 🙂