Inverted solve

Hello all,
I’m new here.
I’ve been having a problem with pftrack and boujou, was hoping somoene might be able to help.

I’ve tracked and solved a shot in boujou and pftrack and the results are similar. Objects i know to be in the foreground come out in the background in the 3d view and vise versa.
the camera move seems to be correct. The focal length is set at a fixed 40mm. (the shot is underwater so hard to determine, but it was expected to be about 40) the camera is a free move but is very slight and almost like a nodal pan.

is there any way to invert the solve in either boujou or pftrack?

All help is much appreciated.
Cheers

Dom.

Introduction to nukeX

ignisfatuus have launched introduction to nukeX:cool:
have a look up here
www.ignisfatuus.in

Shakes’s DilateErode equivalent

It seems that Nuke seems to lack the ability to filter the x and y separately in it’s DilateErode nodes (also it’s Blur node).

Shake allowed DilateErode and Blur to have separate values in the x and y – any ideas on how I can replicate that functionality in Shake?

Thanks in advance.

Application of Dynamics in Animation or VFX

Does dynamics find more application in the animation side or the visual effects one ? Are there enough opportunities for dynamics artists when compared to compositors ?
I’m planning to specialise in dynamics..so ur suggestions would be really helpful… 🙂

Maya equivalent motion blur settings

Hi gang, I’ve got a maya-houdini workflow problem. I’m basically lighting, shading, animating and rendering all geometry within maya using MR, and I’m transferring all that geo to houdini for all dynamic effects such as particles, fluids and rbd’s. I’m having a motion blur issue within houdini.

I basically got dust particles coming off the ground under a moving object so I have some particles behind, to the side and in front of the moving object. During rendertime, I’m using the moving object as a matte for the particles just so I dont have to render stuff that is not going to appear in the final render and I’m also setting the motion blur settings I used in maya for the moving object so my object matte has the same motion blur so everything lays down nicely later in nuke.

I noticed that the motion blurred object matte on the particles render does not match the motion blurred object once I composite it. Settings are exactly the same as in mental ray , but it just isn’t lining up..tried different setting settings and testing the comp and still not getting something decent….I’m sure it is an issue of the motion blur algorithm on the renderers….any ideas how this problem can be tackled? BTW…this was my VFX 401 challenge entry that I never finished haha….thought I might as well get it done.

Take a look at this .12 oclock shadow

Hi all,
Before I spend 12 hours trying to figure out if this can be done, I’d thought I would run it by you guys for your opinion.

This Director has now learned NOT to shoot at 12 O clock anymore However, I’m not sure if I should tell him…live with it or " I could fix it" 😀

Is there any way to reduce this shadow around the kid’s neck? (Kid on Right)
This is a 20sec shot and the camera is dollying back as they walk.

Take a look
Thanks,
Lou

Attached Thumbnails

Click image for larger version

Name:	SHADOW.jpg
Views:	N/A
Size:	68.3 KB
ID:	9579
 

Dynamics in games ?

Does dynamics find application in the gaming industry ? If so, which software do they use mostly:twisted:?

[python] KnobChanged & accessing the viewer

hi folks,

I want one knob to control the other and vice versa like in the example below but I want it to affect one special node only and not the whole class.

Code:

def gangGammaGainSliders():   

    n = nuke.thisNode()
    k = nuke.thisKnob()
    if k.name() == "gamma":
        n['gain'].setValue(k.value())
    elif k.name() == "gain":
        n['gamma'].setValue(k.value())

nuke.addKnobChanged(gangGammaGainSliders, NodeClass="ColorCorrect")


My second question is: is there a way to implement a HUD e.g. to show things like the node name I’m currently viewing or the viewer input etc. in the viewer?

I’ve been looking for a solution the whole day and couldn’t figure one out so I hope you guys can help me.

cheers,
Knallkopp

Fard

Dark paranoid fantasy painted in white, an original elaboration on a classic topos of scifi, a short film by Luis Briceno and David Alapont.

heip! keycode problem in Nuke

hello everyone,

i have to print the dpx file keycode onto the final result, but i can not find the place where can show the correct keycode. the only thing i find very similar is the edgecode in the view metadata node, but it is different, the keycode goes 1 frame, the number show +01, but in the edgecode goes 1 frame, the number show +05

anyone know how to show the correct keycode number and what can i do to print it onto the final result

thank you very much 😀 i really need your help!