Depth map edge issues

I’ve been given a z-depth map for a 3D model along with its render.
The image is applied to a card and I’m using the DisplaceGeo node with a 3D camera and piped thru a scanline render. all of that works fine but the depth map has some anomalies around the edges that show as long spikes. There’s an alpha that should be clipping this but doesn’t. Eroding the alpha still doesn’t cause the spikes to be clipped. Any suggestions?

Other depth map questions:
1. The depthmap values range from 5 to 45 in this particular case, relating to real world measurements. The default DisplaceGeo is scale of .1 If I want to make sure depthmap creates true z in a world to match xy units are there specific settings to make sure that happens or will i have to manually scale until I think it’s right.

2. Should histogram work with these types of values? Doesn’t really seem to even when changing the input range.

Thanks.

Systems Programmer

Systems Programmer

Start Date – Immediate

Description:
MPC is looking for an experienced programmer to work as part of the Systems team supporting an array of in-house tools and libraries. Particular emphasis will be on maintaining and developing MPC’s data management system ‘Shotmanager’. Shotmanager consists of a suite of tools manage and move CGI data through the VFX pipeline. This includes creating projects in a consistent way, load balancing of disk storage, synchronising data between MPC’s worldwide sites, and archiving to tape.

Key Tasks/duties:

  • Work with the Systems, R&D and Pipeline Development teams to support, maintain and develop in-house data management tools.
  • Pro-actively improve features, performance and efficiency of data management tools and respond to feature enhancement requests from users.
  • Provide Shotmanager support and technical expertise to the R&D and Pipeline Development teams to help them resolve end-user problems.
  • Implement test and quality control procedures to ensure software stability, data security, and continuity of 24/7 production schedules.
  • Take responsibility for troubleshooting and resolve any unscheduled downtime.
  • Identify upcoming business requirements, recommend and implement solutions, and provide input for the design of next generation technology.
  • Author both technical and user documentation for all software written.
  • Ensure software written is compliant with MPC programming standards.
  • Mentor junior team members.

Skills and Experience:

  • Strong Perl programming skills including DBI, IPC and sockets, large data structures and optimisation tools.
  • Experience of writing Perl services for filesystem operations.
  • Good experience and knowledge of writing applications based around large data sets stored in MySQL or other databases.
  • Knowledge of MySQL servers, MySQL proxies and replication, NFS Storage, Networking (i.e. capacity planning / knowledge of LAN and WAN capabilities / transfer speeds), Veritas Netbackup, Service Oriented Architectures.

This is an exciting opportunity to work in the dynamic world of visual effects. If you are interested please apply online here: http://www.moving-picture.com/index….rogrammer.html

Maya Generalist London – Tues 5th Sep (4 days)

Hi there. We need a Maya generalist next week. In particular you will be texturing, lighting, bringing in 3d camera data from PFTrack, rendering. There won’t be any modeling requirements. As next week has a bank holiday on Monday, work will start on Tuesday. Very best, Jim

city elevation

Hi mates, I’ve got a doubt and may be one of you found a trick for it before.

I’ve got to model a volume elevation for a industry zone in barcelona, and I found most of the buildings done in google earth, but I can’t download them, just a few ones.

Does anybody know how to get them all at a time, or even one by one (a pitty option but… usefull)

Thanks everyone!

coloroverlay value set

Hi,

How is it possible to change colorOverlay of rotoshape using python. I tried the following. Although it works fine with tile color, gl_color and also as a matter of fact with the script too. However, it does not show the change in GUI. How do i get the change reflected in the GUI.

Nuke version : 6.6

Code:

col = nuke.getColor()
if not col == None:
    for n in nuke.selectedNodes():
        n.knob('tile_color').setValue( col)
        n.knob('gl_color').setValue( col)
        n.knob('colorOverlay').setValue( col)


Brgds,

kNish

Node issue

Hey folks,

I’m trying to build a gizmo based around the MarkerRemoval node – however i’ve found that it has a problem. If it’s given an alpha where there’s multiple points on the same horizontal line it appears to take it’s source for replacing anywhere on that line, rather than just adjacent to the individual alpha areas.

Kinda hard to explain, but I’ve included an example below.

Just wondering if anyone’s come across this before, or if anyone’s ever made their own marker removal style tool, with offset plates?

TIA

set cut_paste_input [stack 0]
version 6.1 v1
push $cut_paste_input
RotoPaint {
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RootNode: 1
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}
NumOfChildren: 6
Node: {
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toolbox {selectAll {
{ createBezier tt 4 }
{ createBSpline tt 5 }
{ createEllipse tt 6 }
{ createRectangle tt 7 }
} }
toolbar_brush_hardness 0.200000003
toolbar_lifetime_type all
toolbar_source_transform_scale {1 1}
toolbar_source_transform_center {320 240}
lifetime_type "all frames"
lifetime_start 54
lifetime_end 54
center {1629.300049 283.1000061}
motionblur_shutter_offset_type centred
source_black_outside true
name RotoPaint3
selected true
xpos 404
ypos 1339
}
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos 505
ypos 1235
}
Copy {
inputs 2
from0 rgba.alpha
to0 rgba.alpha
name Copy3
selected true
xpos 505
ypos 1332
}
MarkerRemoval {
name MarkerRemoval2
selected true
xpos 505
ypos 1399
}
Crop {
box {1458.400024 230.3999939 1680.400024 470.3999939}
name Crop1
selected true
xpos 505
ypos 1437
}

Create explosive shatter effects

Photoshop CS5\’s Repousse tool serves as a quick route to unique shattering effects, writes Ben Thomasdiv class=”feedflare”
a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=bNGmmroKfGs:yuITeRUDjzQ:yIl2AUoC8zA”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=yIl2AUoC8zA” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=bNGmmroKfGs:yuITeRUDjzQ:7Q72WNTAKBA”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=7Q72WNTAKBA” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=bNGmmroKfGs:yuITeRUDjzQ:V_sGLiPBpWU”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?i=bNGmmroKfGs:yuITeRUDjzQ:V_sGLiPBpWU” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=bNGmmroKfGs:yuITeRUDjzQ:qj6IDK7rITs”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=qj6IDK7rITs” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=bNGmmroKfGs:yuITeRUDjzQ:gIN9vFwOqvQ”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?i=bNGmmroKfGs:yuITeRUDjzQ:gIN9vFwOqvQ” border=”0″/img/a
/divimg src=”http://feeds.feedburner.com/~r/Cgarena-GetAttentionInCG/~4/bNGmmroKfGs” height=”1″ width=”1″/

export nuke point cloud to ae

I ran a search but couldn’t find a thread on this, but does anyone know how to get a nuke point cloud track into ae?

I’m used to doing a track in synth eyes and then exporting to after effects via .ma and wanted to know if someone has written a gizmo for doing this from the nuke camera tracker and point cloud.

any help would be greatly appreciated – i need an emoticon here 😀 there we go

i know its silly….

Guys i am an artist with 3 years of exprience in vfx, i know that i can rip the shots from DVD for my showreel but i am not at all interested to do that, i have fallen for a shot in a French movie, so my query is can i use that single shot and work on it to show my skills and add a huge watermark of that movie name on that shot with credits. Is it legal doing this…I know asking this is a bit silly but before i go ahead i wanted few suggestions of experienced artists. Thanks in advance

maya rigging question !!

i’m new to rigging so that’s what happend …. i downloaded a dinosaur obj and began making a simple rig for it (only joints no ik or anything else) and then made a soft bind skin …..nw i wanna scale the rigged model roate it or move it (the real problem is the scale) whenever i select the (model only or joints only or both) while scalin,moving,rotating it all ges messed up ….so how can i scale the whole rigged model ???