Thread: serveral scanline renderers in same script?

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  1. #1 serveral scanline renderers in same script? 
    Join Date
    Jul 2007
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    hi everyone,

    i was wondering if it was common or uncommon for you to use more than one scanline renderer in your scripts, because i have not seen anyone doing it. so far i have not experienced any obvious problems with that and here and there i find it comfortable to generate little 3d bits and then addmix them together later in the script.

    or is that a no-no for some reason?


    thanks.
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  2. #2  
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    No its not a no-no, that doesn't mean go buck wild and create a scanline renderer for each 3d object though.

    It all depends on each shot and just what exactly you are trying to do, since this is dependent on the shot and work flow you can't exactly say how many is to many because it will vary.
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  3. #3  
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    ah great,
    thanks,
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  4. #4  
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    I use it when I need to have control of individual 'passes'.

    If it makes sense, if it looks good and can be rendered in time... do it

    As long your scripts have logic, can be understood by others, are slim as possible, perform and deliveries the necessary/ desired result I don't see why not.
    dg | ••• | imdb
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  5. #5  
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    yeah, i mostly used when i have to pass mattes to the colorists along with the dpx-sequence
    i can just make a separate render tree with the neccessary matte additions/subtractions and shuffle them in the color channels of a tga writer. so i don't have to care about it while working in the actual composite.
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  6. #6  
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    I was wondering the same thing, how many scanline render nodes might make the script unstable. But then, I have a file with several projections, and a variety of "other" passes, which for one reason or another, could've have been pre-comped, but just to push Nuke I thought I'd just build one master script and pick it apart for pre-comping as need dicatated.

    End result, I have 28 scanline render nodes which neither make the script unstable nor adversely effect render times...conclusion, I'm thinking Nuke's environment is just as stable as when, in Shake, you might expression link 20-30 different elements to the same tracking data. Except in Nuke, using the camera, scene, scanline setup can work in the same fashion.
    ari | nuke | shake | maya | filmography | website
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  7. #7  
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    there is no reason not to use multiple render nodes (unless your machine starts building smoke). the one thing to keep in mind at this point render nodes don't automatically create a bounding box. so if it's feasible I recommend using a crop node after a render node to minimize the bounding box by hand (you can use the curve tool to auto track the bbox). This should speed up the script quite a bit.
    ________
    frank rueter
    compositor / 2D technical director
    www.beingfrank.info
    www.ohufx.com
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