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Nuke Plugins compiled for the MAC OS X
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Nuke Plugins compiled for the MAC OS X - August 24th, 2007, 12:16 PM

Hi all,
I should start by saying that I really think it is great all the support and effort of the e Nuke community to make so many Plugins and Gizmos to share to every Nuke user.
But I can’t help to say that for the MAC OS X Nuke users it was been a little frustrating since we always see theses plugins for XP and Linux OS only.

There are 3 Plugins currently avalaible in FXShare :

- NFXPlugins 0.3.3
- Relight for Nuke 0.2.1
- joTools - Relighting based on Z-Depth and mate fix 1.0.0

And none of them have a MAC version, so since I saw that these last one, the joTools (great job from Johannes Saam) is available with the C++ code, maybe someone could compile it to share in FX Share.

I am kind of new in Nuke, so I don’t have enough knowledge to make these compilation to Mac Intel (and if possible also to the PPC Mac’s)

So, like it says in the FXShare site:

For a fully documented version of joTools which includes all the C++ code please download http://www.johannessaam.com/joTools.zip

Can someone help out to make these happen.

Thanks to all of you that made all these Plugins possible


Hugo Guerra
VFX Art Direction / Lead Compositing

www.hugo-guerra.com
www.vfxvault.com

Last edited by hugo_guerra; August 24th, 2007 at 03:28 PM.
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August 24th, 2007, 08:02 PM

If I could get OSX without having to buy a computer at the same time I would be more then happy to release a version for you. Since I enjoy building my own rigs the chances of me having a Macintosh in the near future are slim.

My situation usually goes like this - Product X has Windows and OSX support but none Linux.


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August 27th, 2007, 11:27 AM

I can relate to that, since it is hard to have always everything for the MAC as well, I guess windows is too huge of a monster that I have to live with.

Anyway, I am finding some virtualizations betas that will have support for MAC OSX in normal PC's, just like VMware fusion in the MAC to run Linux and XP.

So maybe it will be more easy in the future to compile plugins in multiple OS.


Hugo Guerra
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August 27th, 2007, 11:35 AM

I am keeping my eye out for a mac box hugo, if I can find someone with one I will let you know. I've gotten quit a few questions about a mac version of my plugins and I'd really like to compile them for OSX.

To bad I can't get VMWare working with OSX other wise I would give that a shot.


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August 27th, 2007, 12:05 PM

As soon as i get my new MBP i'd be happy to jump in and help compiling a few stuff for Nuke.
I heard that it ran very well under OSX, so i'd want to have NFXPlugs, for example, for myself anyway


Cheers
Chris
  
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August 27th, 2007, 12:23 PM

Great stuff, and you are right, they run really great ans stable in the Mac Pro, specially 4.7v2.
But I am still waiting for Blackmagic to wakeup and make a driver support to have TV preview like they did for Fusion last year.

All of best


Hugo Guerra
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I tried but...
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I tried but... - September 2nd, 2007, 02:50 PM

I tried compiling the one NFX plugin that is GPLed on my MacBook Pro just now. Unfortunately it is not possible without the NFXMath.h file.

I really would like to try out the NFXchew plugin.

When I have some more time I will try compiling the JoTools for Intel OSX, as the process appears to be pretty straightforward.
  
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September 2nd, 2007, 04:25 PM

Yes I just noticed my bash script that I have which copies all the files and creates the zip file some how got messed up and wasnt changed to include the new path where that header file is located. I'll post that in the NFXPlugins thread here in a sec.


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September 2nd, 2007, 04:43 PM

AlphaChew has actually been scraped from the next release, its a pretty pointless plugin and was more or less created as a test when I first started with Nukes NDK.

Since it will no longer be included in any future versions I'm going to be releasing the source under the GPL license version 2. Since the next release isn't quit ready yet I'll go ahead give you the source for AlphaChew now instead of having to make you wait.

The zip file in this post contains a Makefile and AlphaChews source, the Makefile is setup for using the Intel compiler version 10 under Linux. Since this Makefile is my default build Makefile for all of NFXPlugins you're going to have to change a few things should you choose to use the Makefile.

Make command for AlphaChew
Code:
make AlphaChew
*edit*
The NFXAlphaChew source code can now be downloaded along with the NFXPlugins package so I removed the zip file in this post.


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Last edited by nathan; September 18th, 2007 at 09:10 PM.
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JoTools for MAC
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JoTools for MAC - September 8th, 2007, 06:29 AM

Quote:
Originally Posted by snarfer View Post
I tried compiling the one NFX plugin that is GPLed on my MacBook Pro just now. Unfortunately it is not possible without the NFXMath.h file.

I really would like to try out the NFXchew plugin.

When I have some more time I will try compiling the JoTools for Intel OSX, as the process appears to be pretty straightforward.
Hi, Any luck with the compiling for Intel OSX?

Thanks


Hugo Guerra
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A start
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A start - September 8th, 2007, 10:06 AM

I began with NFXAlphaChew. First I looked through the Makefile. It didn't seem all that useful, given that (a) I would be using gcc for OSX as my compiler due to lack of funding for the Intel compiler, (b) my directory structure on OSX is pretty different, (c) I don't have most of the source code the makefile refers to and (d) I only have Nuke 4.7v3.

So I attempted to compile NFXAlphaChew with the following command (from the Nuke SDK documentation):

g++ -O3 -Wall -ffast-math -no-cpp-precomp -fpermissive -I/Applications/VFX/Nuke4.7v3/Nuke4.7v3.app/include -c NFXAlphaChew.cpp

And received the following errors:

NFXAlphaChew.cpp: In member function 'virtual void NFXAlphaChewIop::knobs(DD::Image::Knob* (*)(int, void*, const char*, const char*, const void*))':
NFXAlphaChew.cpp:84: error: incomplete type 'DD::Image::Knob' used in nested name specifier
NFXAlphaChew.cpp:87: error: incomplete type 'DD::Image::Knob' used in nested name specifier

Well I'm not really much of a programmer so this threw me for a loop.

I had better luck with NFXToneMap.

Unzip and stick this file in your /Applications/Nuke4.7v3/Nuke4.7v3.app/plugins/ directory, or, better yet, your Nuke customization path, and it should work. At least it works for me. So it should work on an Intel Mac with Nuke 4.7v3.

I guess I will attempt the joTools next. Enjoy!

David

EDIT: i didn't package it properly last time. sorry! here is the package including source, etc....
Attached Files
File Type: zip NFXToneMap.zip (18.0 KB, 138 views)

Last edited by snarfer; September 10th, 2007 at 11:50 PM.
  
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joTools
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joTools - September 8th, 2007, 01:00 PM

Well I tried compiling joTools (found here: http://www.johannessaam.com/)

I can't say I'm much of a programmer, but I can follow instructions sometimes. So this is what I did:

Rather than modify the make files I simply went through and compiled with the commands recommended in Nuke SDK, for example:

Code:
g++ -O3 -Wall -ffast-math -no-cpp-precomp -fpermissive -I/Applications/VFX/Nuke4.7v3/Nuke4.7v3.app/include -c  vec2st.cpp
I got a lot warnings about unused variables. Here they are:

Code:
joFresnel.cpp: In member function 'virtual void joFresnel::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)': 
joFresnel.cpp:123: warning: unused variable 'z'

 joGradVec.cpp: In member function 'virtual void joGradVec::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joGradVec.cpp:123: warning: unused variable 'z'

 joLight.cpp: In member function 'virtual void joLight::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joLight.cpp:183: warning: unused variable 'z'

joNormalize.cpp : In member function 'virtual void joNormalize::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joNormalize.cpp:90: warning: unused variable 'z'

joReflect.cpp : In member function 'virtual void joReflect::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joReflect.cpp:104: warning: unused variable 'z'

joRefract.cpp : In member function 'virtual void joRefract::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joRefract.cpp:103: warning: unused variable 'z'

joSTMapper.cpp : In member function 'virtual void joSTMapper::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joSTMapper.cpp:107: warning: unused variable 'z'

joSpotLight.cpp : In member function 'virtual void joSpotLight::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 joSpotLight.cpp:223: warning: unused variable 'z'

pos2Normal.cpp : In member function 'virtual void pos2Normal::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 pos2Normal.cpp:122: warning: unused variable 'z'

vec2st.cpp: In member function 'virtual void vec2st::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)': 
vec2st.cpp:108: warning: unused variable 'z'

 z2Pos.cpp: In member function 'virtual void z2Pos::engine(int, int, int, DD::Image::ChannelMask, DD::Image::Row&)':
 z2Pos.cpp:95: warning: unused variable 'z'

 Vector.cpp: In member function 'Vector Vector::refraction(Vector, float, float)':
Vector.cpp:99: warning: unused variable 'x' 
Vector.cpp:100: warning: unused variable 'y'
 Vector.cpp:101: warning: unused variable 'z'
Well I tried linking anyway, and there didn't seem to be any problems with that. But as soon as I tried to actually use any of the plugins Nuke spewed up an error message of the form:

Code:
dlopen(/Users/mind/NUKE/pos2Normal.dylib, 2): Symbol not found: __ZN6Point3miES_ 
Referenced from: /Users/mind/NUKE/pos2Normal.dylib
 Expected in: flat namespace

dlopen(/Users/mind/NUKE/joLight.dylib, 2): Symbol not found: __ZN6Vector10reflectionES_ 
Referenced from: /Users/mind/NUKE/joLight.dylib
 Expected in: flat namespace
Of course there were different "symbol not found" errors for each plugin, but it would take a really long time to type all of them in...

I tried emailing the developer but his email isn't working.

If anyone has any ideas...
  
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September 10th, 2007, 02:45 PM

Sorry for the problem with AlphaChew, when I replaced the header of the file with the gpl license I accidentally removed a #include header statement. Add the following line below and it should fix the error.

Replace add the following bold text to the file.
Code:
#include <DDImage/NukeWrapper.h>
#include <DDImage/Row.h>
#include <DDImage/Knob.h>  <-- add this include
#include <DDImage/Knobs.h>


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September 10th, 2007, 03:46 PM

well it looks like a few people downloaded the last one. so here is the osx compiled NFXalphachew plugin. As before it is compiled for intel on nuke 4.7v3 and it works on my system.

thanks nrgy!

EDIT: i didn't package it properly last time. sorry! here is the package including source, etc....
Attached Files
File Type: zip NFXAlphaChew.zip (14.1 KB, 139 views)

Last edited by snarfer; September 10th, 2007 at 11:47 PM.
  
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NFX Plugins
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NFX Plugins - September 10th, 2007, 10:57 PM

Quote:
Originally Posted by snarfer View Post
well it looks like a few people downloaded the last one. so here is the osx compiled NFXalphachew plugin. As before it is compiled for intel on nuke 4.7v3 and it works on my system.

thanks nrgy!
Thanks so much, really great that at lease 2 plugs from NFX are Mac Intel now, again thanks so much for both of you.

P.S: do you now if they will run in Mac´s PPC, like a G5?

All of best


Hugo Guerra
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