LA Nuke Summer Training Weeks

Intensive one week training, perfect for artists migrating from After Effects or Shake. August 22-26 or September 12-16.

You can also sign up for individual day sessions.

Full details:
http://www.pixerati.net/LASummerNuke/LASummerNuke.html

Monday – Nuke Fundamentals
Tuesday – Keying and Color Correction
Wednesday – Roto and Stereoscopic Conversion
Thursday – 3D and the New Particle System
Friday – NukeX and Advanced Topics

Shake crashes when compositing at 6K?

Does anyone have a set of cache / diskCache settings that tune up shake 4.1 to work with 6K images? I’m currently crashing about every 20 seconds or so with the following errror:

shake(1511,0xa0338540) malloc: *** mmap(size=104861696) failed (error code=12)
*** error: can’t allocate region
*** set a breakpoint in malloc_error_break to debug
error: memory allocation failed

I have a new 12core 48G RAM OSX 10.6 machine.

I made an attempt to create a custom memory.h file (see below):

diskCache.cacheMemory = 512;
diskCache.cacheMemoryLimit = 1024;
diskCache.cacheSize = 51200;
diskCache.cacheMaxFileSize = 16*8192*4320; //8K 16bit Holds 8K 10bit image
diskCache.cacheLocation = "/scratch/shake";
cache.cacheMemory = 256;
cache.cacheMemoryLimit = 512;

Shake still crashes. W/O the memory.h file.

Any help would be appreciated…

thx

Renderman Z Depth Pass

Greetings all!

I’m working an old Renderman project and retuning it for my website. I’m using Apple Shake as a compositing program, Maya my animation software, and Renderman Studios my renderer.

I’m trying to implement my z depth pass in my final composite. Unfortunately the z depth pass workflows I’ve found regarding Shake aren’t working for me.

The footage is good, as I’ve gotten the z depth data to work in Nuke, but for purposes of this project, I must stick to Shake.

I have a 32bit float Tiff z depth AOV.

The filein node describes the AOV as : BW float 640×480 :

I’ve tried FileIn > ReOrder (zzzz) > mult (local parameter that works as brightness to bring the -1/Z ratio into viewer range)

Most workflows I’ve read recommend this. From what I understand scene size differentiates how much ‘brightness’ is needed to bring the pass into viewable.

However in my case: No amount of ‘brightness’ local variable brings the rgb of the AOV into view. Leaving me scratching my head.

the RGB of the mult node are R [-1 * brightness) G [R] B [R]. Even with brightness variable pushed up to unrealistic amounts like 1,000 the AOV on the viewer remains black.

Am I missing a step? Has anyone had similar frustration with Rman z depth?

I gratefully appreciate all feedback~

Salute.

Shake 2.51nt (now works under win7)

Hey guys.

May be it will help someone. I have corrected its working capacity under win7 with full OpenGL HW acceleration. It works for me perfectly ( corei7-920/geforce-460/win7 ).

Just replace old nrui.dll from Shake root folder with file from archive. >>> link >>>

In avoidance of garbage in GUI is necessary to set system variable NR_OPENGL_RENDER=1. You could do it also via cmd file

Quote:

@echo off
set NR_OPENGL_RENDER=1
call shake


Issue with launch application under Vista/Win7:
– you have to use SIGN="0" TS_OK instead SIGN="0" in your license file

Enjoy

unable to install shake2.51 in windows7

hello

i was trying to install shake2.51 in windows7
prb is tht its not getting installed…

plz any one help me

Displaying frame sequence info.

I’m working on a CG game cutscene.
Working with frame sequences.

I would like to be able to display the file being sourced in a text node.
I know I can display the currect frame in shake by using "{time}"
I also know I can display the entire sequence name of a file in using ":FileSequence.baseFile"

I would like the display the current frame being sourced at each frame of a ‘file in’ node.
It happens when you flip book an image sequence. You see the .exr /.tga displaying at the top of the flipbook.

I would like this because I’m being forced to use image sequences that are rendered every 4th or 2nd frame and having to slide a lot of stuff around. I would really like to have the option to display the image being sourced at any given shake frame.

Any help is appreciated.

Stuart

Export MultiPlane camera data?

Im getting a .shk script from a client that has some camera tracking data imported as a MultiPlane node. Is it possible to export this data from Shake (in, say, a .ma format) to use in another package?
No I dont have access to the original raw data before it was bought into Shake – only the .shk file.

Creating an Alpha with QuickPaint Clone?

Hey Guys, I did a quick search and dont think anyone has asked this yet (sorry if it ends up being a re-post :/) I am doing some wire removal, and need to paint some bits out. I was hoping to use the QuickPaint clone tool, and wanted to make it so that wherever I painted, it created an alpha (so I can mix it back in with grain later on).

In the past, I have always use a common node to create an alpha, however I was hoping to be able to use my paint strokes and keep the detail around the edges.

Any suggestions?

thanks so much!!
Sabrina

Timecode in Text node

Hi there,

any way to add a value to a Textnode which displays the frame number/timecode in Shake.
So far I’m using %F to display the number but I would like to add a custom offset to it.

Any pointers welcome.

Importing 16bit linear dpx

I’m having problems bringing in some 16bit linear dpx shots into shake running 4.0 (Not connected to a network so trying other things until I can see if 4.1.1 will solve the problem, don’t think it will by looking at the documentation)

It seems to display as black frames with noise running down one row of pixels on the far left side

I’ve opened the files so know the information is all there

has anyone had this problem before? Some help would be most appreciated I’m stumped on this one. Not able to post any frames i’m afraid