cylinder shadow not casting my card….
just checkout this script….
http://www.thefoundry.co.uk/articles…-january-2009/
Is what inspired me to give it a try.
He says in the video that you still need a shadow pass though.
Is there any way to create cast shadows in nuke from normal and or pos passes?
can deep compositing create cast shadows?
can mental ray even create a pass like dtex for deep compositing?
I really hate dealing with cast shadows from maya. I’d love to find a better solution to create cast shadows.
I’d also love some help on how to get the right passes out of maya if anyone can point me in the right direction?
Thanks a lot.
anyone know how to get the particles to travel (or be attracted to) geometry’s surface, vertex or points, rather than use the geometry as an emitter?
any help would be grand,
thanks.
I ve seen Furnace-Furnace Core for nuke and fusion
ihave visited foundry webisite but didnt understand, i read that it can do auto rotoscoping and rig removel?
is it possible?
i have been using v6.2 recently and its working out fine.except for one error which has been bugging me quite a lot..its saying "cant write .tmp to final".. when i render a sequence in dpx and this error msg comes at a particular frame..i have no clue abt it..:confused::confused:
I remember seeing in Nuke master class,
We are able to select animated 3d model’s mesh point and grow selection
to use it as a matte.
I cant remember the 3d pass required to do so
and how we use it in Nuke.
plz. help…
Cheers,
Vinay
Particle Motion Align
Posted in: NUKE from The Foundryjust playing around with the new particle system. I want the particles to be affected by the emiter motion. In the Documentation the ParticleMotionAlignt node ist mentioned to be the right one.. but it wont work for me…. I plugged in after the Particle emitter node without any effect.
Would be great if someone could lift the secret for me..
thanks
louis
2D approach to fire effect
Posted in: NUKE from The Foundryhttp://www.whispermag.co.uk/siteimag…/0/0/52082.gif
The character moves a lot.I want the jacket to be on fire.
Initially what I thought is I will object track the jacket and add fire through fume FX(Which I am very proficient with)
But I am wondering It will be easy if I take the 2d approach.
Here is what I think:
Create a matte for the jacket and add some fire stock into it.Is there a better approach for this kind of shot.
I was writing to my scripts in nuke 6.2 with Apple ProRes cause it seems like the best option for me for work with my footage in FCPX without having to transcode it again (FCPX transcodes everything to Apple ProRes).
Now in nuke 6.3 apple proRes ain’t an option and I’m wondering why?
I’m writing out to Animation .mov’s right now but I’d rather go straight to ProRes.
Any ideas how to write to ProRes again in nuke 6.3?
thanks