Screen Subtraction outside IBK

How do you guys add a hold-out matte before any processing is done on IBK?

I’m asking because I’d like to use not only the alpha, but the RGBA from IBK. Usually the Screen Subtraction operation from IBK output a good result, but if my matte have transparency on the core, the Screen Subtraction mess up too much the RGB colors.

Another option it is screen subtraction to be done after I supply a holdout matte. So any easy way to do that?

Thanks

– Rafael

multipass compositing with cinema4d

hello, everyone
i have some problem, compositing with cinema4d 11.5
compositing image is too dark and too different

how to work using material layer pass in nuke?

many multipass tutorial in internet,
but only using specular, diffuse, reflection and so on…
there is no material pass that i confuse 🙁


noob questions , nuke v6.1 ?

Pardon my ignorance…

1) When viewing through a 3D camera POV, how can I lock interactive pan/zoom/track movements to transform the selected camera position (like Maya) ?

2) How do I align a group of selected nodes in nodegraph ?

3) Is there a way to create a viewer buffer that contains an incremental history of previous buffers, and perhaps a way to add notes, time stamp and save these buffers to an .exr ? For progressive swatch comparisons.

4) How do I search and replace text strings in a nuke script ?

5) Is there a way to echo interactive commands as python in the script window ? For cut/paste use in building python scripts.

6) Is there a node/panel/palette where I can drag two color picker swatch samples and make a mathematical difference calculation (e.g. add/multiply) between two colors ?

Thanks for any replies,
M.

nuke.activeViewer().frameControl(i) docs wrong?

So, I’m trying to write a script that will provide a menu item for playhead control, but the only documentation I can find for nuke.activeViewer().frameControl(i) seems to be wrong. E.G. passing 2 should advance one frame, but instead it advances by half of the increment.

I’ve googled around, but all I can find is this incorrect info.

Any thoughts?

Plugin development on the Mac?

Just wondering what people are using for doing plugin development on the Mac?

I’m used to Xcode for original Mac apps, iPhone devleopment and things like After Effects plugins but the Nuke NSK is setup for standard make files so all the things like organizing files, having reference document links and setting breakpoints in the text files are gone.

Any advice on building and moving the built plugins to .Nuke and debugging?

Thanks.

Applying bumpmap to imported .obj

I am trying to apply a bump map to an imported .obj but I am having little luck. I read a thread on how to apply bump maps but they all seem to relate to displacegeos and relight.

The problem with displacegeo is we’d need to subdivide the CVs on the geometry too much to get the articulation 3D is achieving in maya with a bump map and it strikes me that if he’s given me the .obj as he made it, I should be able to then extrude it the way he’s doing it within Nuke, since he apparently can’t export the .obj with the bump map projection baked in.

The problem with relight is that I don’t seem to have it. I have relightsimple with NFX but that doesn’t work in my version of nuke since the last update.

The thread I am referring to is here:

http://www.vfxtalk.com/forum/bump-ma….html?p=103346

It is quite out of date now I guess because of all the updates, as is the NUK210 fxPhD course I keep looking thru for help.

Monsters GT for Nuke/OFX

GenArts Monsters GT for Nuke, Fusion, Toxik and Scratch
GenArts Monsters GT provides Nuke, Fusion, Toxik and Scratch artists with over 50 one-of-a-kind visual effects plug-ins, including physics based particles, fluids, fire, smoke and other natural phenomena, time-based feedback effects using optical flow based motion estimation, and a selection of artistic effects. Designed to complement GenArts Sapphire’s industry-standard everyday tools, Monsters GT features GPU acceleration, precise control of effect behavior, and the highest image quality available to maximize your productivity and creativity. Greater Creativity
Contains over 50 unique effects including a variety of stunning effects, such as Smoke, Trails, LightLeak, Particles and Fire.
Superior Image Quality
Monsters GT delivers full floating point support that provides the highest image quality possible.
Enhanced Productivity
Features an intuitive user interface providing excellent control as well as GPU acceleration for lightning-fast render speeds.

http://www.genarts.com/product/monst…e-ofx/purchase

:D:D:D

Looking for a Nuke instructor FR/ENG

Hi,
We, Elephorm, a french company specialised in CG and VFX training courses, are looking for an instructor who is specialised in Nuke.

We would like to find a french one and maybe an english one localised in england or europa.

Don’t hesitate to contact me by MP.

Regards.

Gizmo and Manage User Knobs Problem

Hi everybody,

I`m trying to create a Gizmo in wich a Tracker an a CornerPin is combined. I connect the x,y Parameters of the 4 tracking points with the 4 points of the CornerPin and group them together.
Now in the Group I want to expose the Tracking Controls to the user by Manage User Knobs. When i pick the controls of the Tracker (e.g. [@#-1<;R] nothing happens. The other Knobs are working but not the Tracking Controls.
Does anyone know if theres a solution or a workaround for this problem?

Thanks in advance

MatteToRoto?

In the Furnace list of features one of the items is MatteToRoto which converts a black and white matte to a roto shape. It’s listed as being available for Nuke on the chart but isn’t actually included. Sounds like this and a few related items were for Shake only. Does this functionality already exist in Nuke or NukeX in some form that I’ve overlooked?

Thanks.