6.3 Particles and some clearer documentation

While I’ve been doing visual effects for 16years I’ve only been using Nuke for just under 2.

The new particles have me perplexed. There seem to be some Huge leaps of faith in missing documentation on how things work and don’t work.

For example. I’m currently trying to do a particle element of material flecking off. As the particles drift away, I want them to fade. I thought this was as easy as adding a "Particle Curve" node and setting the gradient on the Alpha channel. And… at first this does work. However. Using a simple image for the particle renders the Rotation parameter of the "Particle Emitter" useless (no docs on that).

Quite randomly I put a "Card" node in between my image and the ‘particle’ input of the "Particle Emitter" and suddenly the rotation setting is working…. but now the fade from the "Particle Curve" doesn’t…. ?!?!? The particles stay fully solid from birth to death as if the "Particle Curve" node doesn’t exist.

I had always thought Nuke’s workflow was as straight forward as Shake or Fusion… "add a node, get an effect" But the particle system seems to require some other things to happen for nodes to even do what they’re supposed to do.

If anyone can point me in the direction of where this sort of stuff is documented (because the normal docs and tooltips don’t cover it) that would be great. Even better if you can explain how to make an particle (image sprite) flip and and spin and actually fade out over it’s lifespan… that would be splendid.

NX6.3: Ultimatte, Garbage Matte issue?

Pulling my hair out slightly – adding a RotoPaint bezier to the Holdout Matte input of Ultimate works fine, but connecting the same RotoPaint bezier to the Garbage Matte input does … nothing?

Steve Wright’s Ultimatte tutorials show him just hooking up the RotoPaint node to the GM input & bingo, the Garbage Matte works. Doing the same thing here and wondering I’m missing something.

Thanks in advance,

Dan

Auto Save Problem

Hi ,

I am a new user in Nuke .

How to "Nuke auto save" saves files in sequence?

Or

What is script for running auto save sequence system in this image?

Sorry for this beginner question.

Thank You.

Unexpected data block y coordinate

Can’t read in this one frame in Nuke because I get the error "Unexpected data block y coordinate"

Screen capture of error

Photoshop and After Effects open it fine. Anyone know?

FBX framerate Problem

Hi I want to export out my camera to 3dsmax so i can render CG elements and comp them back in Nuke.

I’m working at 25fps,

But when i export my camera and ground plane cards from Nuke, it sets the FBX framerate to 24fps, which when imported to 3dsmax, means my track is slightly out.

Does anyone know a way to set the exported frame rate of an fbx file in Nuke,
Or any other workflow to get my camera and geometry into 3dsmax at the same frame rate.
Or any scripts or gizmos to help etc.

i’ve tried a chan file, but then i don’t know where my ground plane is so my cg elements don’t sit perfectly on the floor.

Any help greatly appreciated.

Thanks
Lee

can’t get alpha out of Nuke…

I’m can’t seem to get a working Alpha out of Nuke.

I’ve set the Write node to Render Animation + (RGBA) but no joy. the problem is the Roto node is Outputing RGB. I have tried to add an Alpha Channel back into the comp using a Copy node but no joy….

here are the node settings

Uploaded with ImageShack.us

Reconcile 3d motion blur?

This is my first week on Nuke.

What I’m trying to do is add motion blur to an image that I plugged into the reconcile 3D node. I play with the motion blur knobs but it doesn’t affect the image. I believe the motion blur parameters in this node only work if there’s key frames in the 2d transform section. I do not. I have a 3d point and my camera data animating.

I 3d tracked my FG and now I want to use the 3D data to place 2d objects in my scene. I’ve accomplished this but I can not get motion blur to work.

I figured out a cheat by using the OFlow node.

Is there another logical way?

Volumetric Lighting Nuke

Hey guys Just have a quick question on how to do something. I need to achieve a volumetric light in a forest scene. The desired look will be something like this http://walls.free.total-wallpapers.c…cal-Forest.jpg

I will ultimately have a 3D camera to use to place all of my forest elements and I guess what I want to do is just put a light behind the trees so I can get that volume light look as the camera moves around the scene. Is there a specific node you recommend using for this? VolumeRays? Does anyone have any tips or know of any tutorials that might help me in this endeavor? Thanks in advance.

-Nick

Nuke locks up

Hi,

When rendering with maya in the background Nuke pretty much locks up. every operation takes ages to get processed.
To get Nuke usable I have to stop any background 3D rendering.

This does not happen with any other program. All are usable during background rendering.

Anyone else experienced this?
Would be great if there is a way around this.

Greetings
Andreas

Painting in a shoulder? need feedback

Hi all,
I was just told today that the director wants the man on the right side of the screen to be PAINTED OUT.

here…..

So I will have to clone the ground, grass, road, etc.. Ok, no too bad to do.

But there are a few frames where the foreground man overlaps the background man. So I need to fill in his shoulder & arm.
where they cross over.

I wanted to get some of the pros to look at the scene and tell me some of the best ways to tackle this clip.

I was thinking of Mocha & track the arm but the arm rotates side to side

Any suggestions?
Thanks,
Lou

Attached Files
File Type: mov MVI_5040.mov (6.14 MB)