Thank in advance.
Cheers,
Young
Thank in advance.
Cheers,
Young
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
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
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?
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
pleaaaaase any help would be great ,,,thnx
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!
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?
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
Many thanks,
Tom