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zistambus
March 25th, 2010, 06:58 AM
Hi,
I've been using predominantly for the past 3 yrs now, my question is, In Nuke, the updation is much slower than that of fusion... Im talking about the viewer updation... Also,
In fusion, when Autoproxy is ENABLED, when the parameters are being altered the viewer goes into proxymode automatically till u leave the control ur clicking, only after you leave it, will it update in the viewer... personally , I dont prefer this and encourage people to switch this mode off...

Now the problem with Nuke is, it permanently seems to be stuck in that mode... That is, while tweaking the parameters, the viewer doesn't update. Only after you leave the control it updates... I wonder how such a serious problem wasn't addressed in NukeX.
Also, i find that the Color corrector node is not as efficient as that of fusion's..I can tweak the levels incl. separate channel levels like R,G,B...also tweak the Shadows, highs, mids of R,G & B seperately, and also RGB together again... Now this is a real boon when it comes to CC. But in Nuke, I find this node very restrictive and rigid... I need to combine 2 more nodes to get a similar effect... also In fusion, it shows me the shadows, highs, mids, etc as Luminance(black---white) but in nuke it shows me this in Color...now this is not all that efficient to color correct...

Now the 3rd problem is, Im unable to animate the camera while looking at a scene through the camera and altering the Trans and Rot params while looking through it... I can do this so easily in Fusion... In nuke, I feel this is a huge burden.
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I hope u guys have found a way to work around this and prove me wrong about my judgement abt Nuke http://fxfunda.com/forum/images/smilies/icon_wink.gif http://fxfunda.com/forum/images/smilies/icon_rolleyes.gif ...
-Thanks,
Amritaa

elitevfx
March 25th, 2010, 07:13 AM
Just passing by quickly here, but as for #3:

Use two viewers, one for your default 3d viewer and one where you look through the camera, make sure to lock the camera (camera symbol in the viewer). I use dual screens, so i keep the viewer on the left one, and split it into several viewers, the rest is floating around on the other screen.

Im coming from a 3d background and yeah, I'm missing a few things regarding the camera, but still, it's very much doable.

zistambus
March 25th, 2010, 07:55 AM
I know we can do that...but It's not as adorable as Fusion's 3d environment...
Anyway... i thought these problems were sorted out in Nukex..sadly it's not i guess

tommy138
March 25th, 2010, 08:02 AM
Pretty sure the camera problem will be solved in 6.1...

doodle
March 25th, 2010, 08:23 AM
Now the 3rd problem is, Im unable to animate the camera while looking at a scene through the camera and altering the Trans and Rot params while looking through it... I can do this so easily in Fusion... In nuke, I feel this is a huge burden.Yes, this will be available in Nuke 6.1

Diogo Girondi
March 25th, 2010, 09:07 AM
I've been using predominantly for the past 3 yrs now, my question is, In Nuke, the updation is much slower than that of fusion... Im talking about the viewer updation...

But the final render is faster than Fusion's by my experiences with both. Nuke is scanline based so they are pretty different in that sense. But I have to say that it should be pretty fast in most situations. When it slows down to crawl just start using the ROI or proxies.

Commit things to disk or start to review what you're actually doing ;)


Now the problem with Nuke is, it permanently seems to be stuck in that mode... That is, while tweaking the parameters, the viewer doesn't update. Only after you leave the control it updates... I wonder how such a serious problem wasn't addressed in NukeX.

For what I remember this is a problem caused by the way input device sends it's signals to Nuke and not exactly a problem in Nuke. And it only happens on certain setups.

Here everything updates as a tweak without having to release any control whatsoever. But I've heard a few people on certain OSX setups complaining about this. So you should send a bug report to The Foundry with a description of your setup because it's not the intended behavior.


Also, i find that the Color corrector node is not as efficient as that of fusion's..I can tweak the levels incl. separate channel levels like R,G,B...also tweak the Shadows, highs, mids of R,G & B seperately, and also RGB together again...

Honestly GUI aside I don't see much difference in terms of functions. Basically you can control the very same things, they are just arranged in a different way. Personally I barely touch the ColorCorrect node in Nuke, I only use it when I really need individual control for shadows, midtones, highlights.

And even in those cases sometimes I end up using luma keyers to isolate what I want and then use other nodes to deal with the correction.


Now this is a real boon when it comes to CC. But in Nuke, I find this node very restrictive and rigid... I need to combine 2 more nodes to get a similar effect... also In fusion, it shows me the shadows, highs, mids, etc as Luminance(black---white) but in nuke it shows me this in Color...now this is not all that efficient to color correct...

Yeah, black, white and grey work fine but they don't really show you where those overlap. Nuke's way on the other hand does.


Now the 3rd problem is, Im unable to animate the camera while looking at a scene through the camera and altering the Trans and Rot params while looking through it... I can do this so easily in Fusion... In nuke, I feel this is a huge burden.

This used to be a feature in Nuke but was removed around v4.2 because it was basically implemented in way that was causing more problems than real benefits.

Problems like users manipulating cameras that were imported (and already animated) without realizing and simply ruining the animation data that was previously present.

But I'm pretty sure that this feature will pop in a future version implemented in a way that it doesn't cause problems... maybe even in 6.1.