My bad (I blame lack of sleep), most of the other settings appear to remember their state correctly, those two do indeed appear to not do so.
Send a bug report to The Foundry support team if you...
Type: Posts; User: doodle; Keyword(s):
My bad (I blame lack of sleep), most of the other settings appear to remember their state correctly, those two do indeed appear to not do so.
Send a bug report to The Foundry support team if you...
This seems to work fine in Nuke 6.3v8 to 7.0v6, I don't have an earlier build to test. What version are you on?
As far as motion blur goes, from Nuke 7.0v1 onwards, you can output vectors for the particle texture shape, instead of the square shape you would get in previous versions.
There's also a new...
There's an example in this post: http://www.vfxtalk.com/threads/26450-Camera-projection?highlight=projections
Just a quick note. If you haven't done so already, you should send these issues to The Foundry support team. Even if you can't reproduce them consistently, mentioning it to them is worth it so that...
Hit 's' whilst hovering your mouse over the Viewer to bring up the Viewer control panel. Then adjust the 'near' and 'far' knobs in the 3D tab.
If you're experiencing any issues with Nuke 7.0 beta features, the best thing for you to do is send them in to beta-n70@thefoundry.co.uk. They are really prompt with replies regarding Nuke 7 features.
To follow on from this point, here's a great article written by Ivan Busquets (on Nukepedia) regarding concatenation in Nuke:
...
Interesting..
http://vimeo.com/52010520
To access the old ZBlur node in Nuke 7.0 (on its own), hit 'x' over the DAG, type 'ZBlur' into the command field, hit OK.
..but I'd recommend using the newly updated version, ZDefocus.
http://www.thefoundry.co.uk/articles/2012/09/07/410/nuke-70-is-coming-soon/#feature_zdefocus
"New ZDefocus tool - A significant upgrade to the ZBlur tool with improved algorithm and much more."
...
Keep your eyes on the lookout.. you never know when it might appear :)
Hi shader,
It shows the information of the second input used in wipe mode.
It's not a feature, it was a bug that is now fixed in Nuke 6.3v7/8. Upgrade if possible.
This is such horrible brute force code, and can definitely be done more elegantly.. but it's an example of one way to get what you are after.
It currently goes down 4 layers deep (including the...
No. It's in under feature request #10295 if you want to give The Foundry support team a shout to add your voice to the cause.
Give this a watch, it might get you started in the right direction:
http://www.youtube.com/watch?v=TzU6Q_BGHx0&feature=relmfu
Just to let you know, could not figure out the real cause of the problem though...
This sounds simliar to the following issue mentioned in the Nuke 6.3v8 release notes:
...
Here's a basic example for finding the Transform tabs 'translate x' value for Layer1 in a Roto node named Roto1.
The structure of the Roto1 curve list:
- Root
- Layer1
-...
If you're referring to the issue where the Curve Editor zooms out to fit the whole curve when you are zoomed-in and double-clicked/dragged a point.. that was fixed in Nuke 6.3v7.
Never hurts...
It's a feature that is not available in Nuke 6.3, as opposed to an issue (bug). If you'd like to see the existing feature request bumped up in priority, contact The Foundry support team.
In...
The motion blur for the CornerPin node is currently derived from the animated point positions.
You should get motion blur when the CornerPin node is created from the CornerPin (absolute) option in...
That looks like a bug with the internal Roto premult in Nuke 6.3.. probably best to send it into The Foundry support team.
You can get around it by using a Premult node after the Roto node,...
There's no way to do this in Nuke 6.3 or previous builds. By the sounds of things you're wanting to create a camera in the current tumble camera's view/position? If so, this feature request has been...
If you're going down that route you could probably just use the Grid node.