Maya Batch render Problem! Pls help!!!

Hello

I ran into a strange problem with Maya Batch rendering!
I am trying to render a beauty, depth and a motionvector pass of a fluid simulation.
The fluid simulation is converted into polygons.
I also made different render layers for the beauty, motionvector and depth pass.

Now heres the problem:

When i batch render a single frame of the 3 renderlayers everything works fine. I get my 3 passes and they look how i would expect them.

However, everytime i try to render a sequence, every frame of the motionvector pass and the depth pass looks exactly like the first frame of the batchrender process.

The beatypass however comes out like its supposed to be.

I already tried to cash out the fluid polygon geometry, but that doesn’t work eather, because the cashed geometry looks totally weird.

By the way:

The beauty pass is a volume render of the fluid.
I converted the fluid into polygons to render out my depth and motionvector pass.

Anybody got an idea how i can fix this Problem?

Thanks in advance.

Greetings Braggart

Creating Dust Particles

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Sample footage for training?

Hi all, long time reader but first post so go easy! Teaching myself shake and nuke at the moment with a view to finding entry level 2D fx work, but struggling to find any hi-res/good length sample video footage to work with.

It’s a tricky one, need to start getting a reel together for applications but having not yet worked on commercial material I’m struggling a bit. Are there any good sources for stuff? Would companies consider reels/breakdowns from demo materials?

Thanks a lot 🙂

Daniel Freytag


Daniel Freytag is a UK-based photographer whose evocative images are of scenes that are, more often than not, overlooked for their seeming banality.

Pls help me read .chan file

Hi, i’ve been trying using .chan file. First thing i export .chan from a camera in Nuke. This file is ascii , so i open in text editor to see what is inside. First try i found it store the transform frame number at first column, and then tx,ty,tz,rx,ry,rz (second column, third column….etc) subsequently. But the last column i can’t figure it out. If using default camera, no modifying anything, i’ll got always this number : 21.1529525458. I tried to check the camera parameter, but none of them using this kind of number. If anyone can help me out here, thanx 😀

And second question, i’ve been trying to cross the data between these 2 apps : nuke and houdini. I found the .chan format works differently between them. Anyone has any experience in this area? in houdini ,there’s no such frame number info stored in the .chan file. Also the order it stores the data is different, not tx ty tz, but it’s per point (vertex) that is stored, so let say : tx0 tx1 tx2 ty0 ty1 ty2 … etc. And it doesn’t store rotation info like nuke does. So i marked this : problem with different column interpretation. In these two apps there’s no way i can control the order of the column so both of them can’t really speak same language even using the same .chan file format ??? i’ve spent hours on this with no luck. As final goal i want to send the camera movement between them and if possible ….. more complex task like i want to export 3d surface information from Houdini to Nuke using .chan (yes, i can use other format, but i’m just courious with this .chan thing).

Is there any way around?

thanx

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Animating alpha channel and tracking problem

Hi everyone!
I have 2 problems that I can’t seem to fix by myself. I must have forgot to do something…

First of all, I did some graphics in photoshop (some sort of flowers) and saved it as a PNG with alpha.
I need to put this on a wall and to reveal the flowers slowly from left to right.
I tried to do it with the paint node by animating a stroke (bigger than the flowers) that affects the alpha channel of the PNG but it doesn’t work since it affects the original alpha, revealing a black background behind the flowers because the stroke is bigger than the graphic itself.
Is there a way to do what I want? I’m sure there is, but I can’t seem to find it!

I also have a problem with the tracker node.
The footage is a side view of a women walking down the street and the camera is following her. I want to track some points on the wall behind her to put my graphics on. Everytime I start the tracking, the point gets lost after a couple frames.
I tried to track a point on the women and it works perfectly, but it doesn’t work on the wall.
I did put my tracking points on bricks corner and stuff like that, but they keep sliding.
I also tried to colorcorrect the footage a little to give it more contrast, thinking it would help tracking but it still doesn’t work.
The footage comes from a Sony HDR-XR550V camera and I desinterlaced the footage.

I hope I made it clear enough. Sorry if it’s not, my english isn’t perfect.

Thanks you so much for your help!

fire effect

hi,
i hav done after effect nd doing eyeon fusion,
i want to achieve real fire effect.
can any one suggest me some tutorial
nothing seems with trapcode particular:(:(:(

return a list to be referred in the session through python script?

Hi,

I couldn’t figure this out and am going to use the example below to better describe my question.
When I execute the code below in the script editor, I will get listA = [1, 2, 3] printed and the listA can be referred throughout the current session.

Code:

listA = [1,2,3]
print 'listA = ', listA


To integrate the code as a python script, I wrap the code as a function as below:

Code:

def testFunc():
    listA = [1,2,3]
    print 'listA = ', listA
    return listA


and modify the menu.py so I can execute the python script upon button-pushing.

As I execute the python script, I did get the listA = [1,2,3] printed in the script editor, but if I try to refer to the listA again by executing, say, print listA, I will get:

Code:

# Result: Traceback (most recent call last):  File "<string>", line 1, in <module>
 NameError: name 'listA' is not defined


What I want to achieve is generating a list storing wanted information through the python script so I can refer to over and over again in the same session. Any comment?

Thanks,
Jason

Using spline animation to manipulate other nodes translate data…

Ok so just a quick question everyone. I am trying to link an images translation to a rotopaints animated spline data. So the question is, is it possible Inside of nuke to link an obj’s translate values to a spline if there is no transform info on the rotopaint node? I am simply trying to have a ramp move with the spline without the headache of tracking or using elaborate expressions, although if it is only possible to do this within expressions then I will use the expression.

I know in fusion it is as simple as right clicking and attaching the data