Help: Render using expression

Hi, I will like to know the methods to render or flipbook using expression. eg (frame*2) to speed up my render time for efficiency to preview my work.

Thank in advance.

Cheers,
Young

navigating to next node in expression?

stumped on this one. if I have an expression that is calling up a value from the next node in the tree, like this:

Code:

set cut_paste_input [stack 0]
version 6.1 v1
push 0
push $cut_paste_input
Crop {
 box {{min(SeamLeft1.point1.L.x,SeamLeft1.point2.L.x,SeamLeft1.point3.L.x,SeamLeft1.point4.L.x,SeamLeft1.point5.L.x)-(Crop1_bbox_Lseam.bounds.L)} {min(SeamLeft1.point1.L.y,SeamLeft1.point2.L.y,SeamLeft1.point3.L.y,SeamLeft1.point4.L.y,SeamLeft1.point5.L.y)-(Crop1_bbox_Lseam.bounds.L)} {max(SeamLeft1.point1.L.x,SeamLeft1.point2.L.x,SeamLeft1.point3.L.x,SeamLeft1.point4.L.x,SeamLeft1.point5.L.x)+(Crop1_bbox_Lseam.bounds.L)} {max(SeamLeft1.point1.L.y,SeamLeft1.point2.L.y,SeamLeft1.point3.L.y,SeamLeft1.point4.L.y,SeamLeft1.point5.L.y)+(Crop1_bbox_Lseam.bounds.L)}}
 name Crop1_bbox_Lseam
 selected true
 xpos 1347
 ypos 490
 addUserKnob {20 User}
 addUserKnob {3 bounds l buffer t "this sets the amount of image you see outside of the seam points.  Smaller will render faster but larger is easier to visualize."}
 bounds 50
}
OFXuk.co.thefoundry.furnace.f_wireremoval_v403 {
 inputs 2
 wireType "Five Points"
 onScreenWire Show
 showUI false
 output "Repair Matted"
 range "Source Clip Range"
 start 0
 end 100
 repairMethod "Clean Plate"
 filterSize 5
 tempOffset 1
 lumCorrect true
 lumBlockSize 23.04
 Points 1
 point1 {{curve x1 704.400028} {curve x1 345.6000137}}
 point2 {{curve x1 939.200014} {curve x1 460.7999725}}
 point3 {{curve x1 1174} {curve x1 576}}
 point4 {{curve x1 1408.800056} {curve x1 691.1999588}}
 point5 {{curve x1 1643.599972} {curve x1 806.3999863}}
 startWidth {{curve x1 11.52000046}}
 endWidth {{curve x1 11.52000046}}
 overallWidth 14
 wireRangeStartInternal 1
 wireRangeEndInternal 1
 isUserKeyFrame {{curve x1 51832}}
 cacheBreaker true
 name SeamLeft1
 selected true
 xpos 1347
 ypos 584
}


how would I bulletproof that expression so I’m not calling an absolute name but instead just a variable that points to the next node in the tree?

ya know, I’ve used "parent" before to get at the previous node, but what’s the syntax for the NEXT node?

basically I’m wanting to turn something like this:
min(SeamLeft1.point1.L.x,SeamLeft1.point2.L.x,Seam Left1.point3.L.x,SeamLeft1.point4.L.x,SeamLeft1.po int5.L.x)-(Crop1_bbox_Lseam.bounds.L)

into min(NEXTNODE.point1.L.x, … etc

because in this template I’m making, that expression will always need to point to the next node in the chain, but it just won’t always be named the same thing when it’s brought into an existing script (or if it’s brought in 2 times, etc)

big thanks for any pointers.
-j

ROTO TOOL HELP

Hey everyone-

I am on 6.1v1 and I am experiencing a slight bug. I know this is fixable because the normal VFX crew here identified the issue and had a workaround, but they are all unavailable so i thought i might post the question on this forum.

I have a couple of shots I am working on that are at a very large resolution. My tree is very simple as I just started to build it. I am reading in the source @ 3504 x 2336. Directly after the read node i placed a Transform mask node and fed a roto node into the mask input. When i draw my roto shape it is exactly where i want it to be, but as soon as I jump to viewing or working with a new node my roto shape moves off screen. I then move it back to the general area i want it to be again and there is no alpha associated with the shape. If i move the roto shape to a different part of the screen it shows up, but often the alpha channel is stretched all the way to the edge of the frame, like what happens when you mess with the black outside checkbox.

Anyway, its obvious to me that I have a bounding box type of problem, but I cant seem to fix it. Within the roto tool I changed the shape to "no clip" which did not alleviate the problem. Does anyone know the workaround for this?

Thanks-
B

zdepth rendered in RenderMan

Hey guys,

I’m trying to add some Depth of Field into my shot. This is my first time using RenderMan for it, and I’m feeling kind of lost.

I’ve rendered out the zdepth image. I can clearly see that I have a z channel in It, and when I bring the tiff into Nuke it looks like the z information is in the Red channel instead of a Z because I get a solid red image that displays number from 15 to 58 when I run my cursor over it (the same numbers It was giving me). Although it would be nice have it start in a z channel, I can shuffle still it into z.

Now what I think my main problem is: when I attach a zBlur, I can get anything to show up when I play with the focus plane. How do I get my renderMan zdepth to show up? What math should I set it to? Is there another node I should be using before the zBlur?

set Write node to render .mov but framecycler error

Hi , i have problem here : i tried to set the default setting for the ‘write’ node , so i make it to write to a quicktime file (mov) as default setting. I put this code in my menu.py :

Code:

nuke.knobDefault("Write.file_type","mov")


It works on my ‘write’ node but got something wrong with my framecycler. The problem is : my framecycler won’t render anymore. I can make the framecycler works again after i remove that code. In the other hand, i need that code. So does anyone know how to deal with this conflict? any good solution?

thanx
Andi

please help me with motion blur in nuke

hi everybody i was wondering if anybody can help me with this : am tryin; 2 do render some animation in 3ds max but iwant to do the motion blur in nuke and am rendering out exr sequence but when i choose velocity elemnt in exr there are an option that idont understand which is TYPE there are : rgb , rgba , xyz, xy and uv !!!! what do i need 2 choose to ddo a good motion blur in nuke ?

pleaaaaase any help would be great ,,,thnx

python sqlite crash

I’m getting a segfault crash when running Nuke and activating some logging. It looks like a conflict between Nuke’s python and the default python version being called for the sqlite portion. Forgive my newness to Nuke (never used, first attempt at debugging). I’ve distilled it down to the sqlite portion which when run should crash nuke:

import sqlite3
import datetime

database_file = ‘/tmp/sqlite_%s.sqlite’ % datetime.datetime.now()
database_connection = sqlite3.connect(database_file)
database_connection.execute(‘create table t1 (t1key INTEGER PRIMARY KEY);’)

The SQL I’m executing is for the sake of the crash. Any thoughts or previous experience would be greatly appreciated!

new channels while merging

I have couple of passes as renders but want to merge all the layers into one node so that I can read the specific pass using shuffle..

Im rendering in exr can you please tell me how to merge the existing passes into one single node and then use shuffle node to extract the specific pass?

Stretch an animation curve with Python

Hello everyone,

Is there a way using a script or python that I can select an animation curve and then stretch it out by "x" amount? I would like to take a curve that has keys from frame 1-40 let’s say, and then stretch it to maybe frames 1-400.

Thank you,
Craig

nuke cornerpin (python) help

So I’ve been looking at how I can improve the to/from thing in the corner pin.
With the help of this article http://www.nukepedia.com/written-tut…erators-nodes/
I’ve managed to do the expression linking, and using a user knob to set a reference frame, to link the "from" position to the "to" position on a certain frame (kind of like in shake :)).
So for instance for "from1" the expression would be "to1.x(refFrame)" etc.
But how do I add this to my menu py, so that every time i start nuke, it’ll add the expressions and add the user knob with the reference frame to the corner pin node.

Many thanks,

Tom