Thread: Paint Node

Reply to Thread
Results 1 to 7 of 7
  1. #1 Paint Node 
    Join Date
    Aug 2008
    Posts
    9
    This is more of a rant about nuke's paint, or maybe I'm doing something wrong with the paint node, so advice is welcome.

    I know that the paint node in Nuke is still considered to be in Beta, but there seems to be a huge feature missing, I would even call it a bug.

    When I'm cloning, and I sample an area I cloned in that node nuke doesn't "source" from the painted area (what I see on the screen) it actually sources back from the input image. In other words I can't clone painted areas that have been cloned, very poor paint node implementation. I know this can be worked around by putting another paint node after and then cloning again, but thats just gonna add plenty of paint nodes that could be avoided.

    This really sucks because our studio is in the process of transitioning from Shake to Nuke but the current job requires a lot of painting since we didn't get clean plates. We basically had 2 options: Paint in Shake composite in Nuke, or ditch Nuke and stay in Shake. Obviously we decided to stick with Shake for this project.

    Don't get me wrong, I like Nuke and I'm happy with it, however there are still some (simple) things where good 'ol 10 year old Shake 2.5 is more effective than Nuke.

    Rant over.
    Reply With Quote  

  2. #2  
    yeah, i know. well how about the fact you can't even source a different frame? I mean, really? am I missing something on that one? What good is a clone brush if you can't source different frames than the one the play head is on?

    edit: Nothing beats combustion's paint system.
    Reply With Quote  

  3. #3  
    Join Date
    Aug 2006
    Posts
    197
    Yeah I hate to say it, but Nuke's paint node has been in bad shape since the earliest versions. And I really have no idea when it'll get better. There was hope for 5.0, but I think they put more eggs into the Stereoscopic basket rather than fixing that very important missing feature.

    Whenever we have any paint needing to be done, we just use Combustion and then bring in the fixed plates into Nuke.
    Reply With Quote  

  4. #4  
    Join Date
    Jul 2006
    Location
    Malmö, Sweden
    Posts
    89
    Quote Originally Posted by theta View Post
    yeah, i know. well how about the fact you can't even source a different frame? I mean, really? am I missing something on that one? What good is a clone brush if you can't source different frames than the one the play head is on?

    edit: Nothing beats combustion's paint system.
    Couldn't you feed a timeoffset before one of the inputs? Dont have nuke in front of me so I can't check.
    Reply With Quote  

  5. #5  
    I heard the foundry is still debating wether to improve the paint/roto part of nuke, make a seperate paint/roto package or buy an existing package.
    I hope they just buy silhouette, and be able to use it in nuke. For me that would be ideal. (Nuke would finally have a timeline...yay!)
    Reply With Quote  

  6. #6  
    Join Date
    Feb 2005
    Location
    Austria
    Posts
    142
    Quote Originally Posted by tommy138 View Post
    I hope they just buy silhouette, and be able to use it in nuke.
    I hope Silhouette stays what it is (or was - version 2.3.1 for ever!) - a lean and fast dedicated roto and raster paint machine.

    I haven't done that much roto in Nuke before but i think it has most of the basics you need in a comp package.
    I agree though that the paint node is a catastrophe. I think everybody would be happy if it had at least something close to Shake's Quickpaint.
    Reply With Quote  

  7. #7  
    Join Date
    Aug 2008
    Posts
    9
    Quote Originally Posted by Loga View Post
    I hope Silhouette stays what it is (or was - version 2.3.1 for ever!) - a lean and fast dedicated roto and raster paint machine.

    I haven't done that much roto in Nuke before but i think it has most of the basics you need in a comp package.
    I agree though that the paint node is a catastrophe. I think everybody would be happy if it had at least something close to Shake's Quickpaint.
    I agree. Even the node name says it all: "Quickpaint"

    Just like the saying:
    "The fox knows many things, but the hedgehog knows one big thing."

    If you want really good roto tools you can step out of a compositing program and use Silhouette.. and the same goes for painting. But the compositing program should still have some of these tools. They are basic and fundamental for compositing. I don't want photoshop inside of Nuke, just simply something that works, the paint node has been in beta forever.
    Last edited by rem7; November 25th, 2008 at 04:32 PM.
    Reply With Quote  

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Nuke 5.1 v1 Released
    By shot_grable in forum NUKE from The Foundry
    Replies: 36
    Last Post: July 17th, 2010, 01:33 AM
  2. Add Channel in Shuffel Node with python
    By idioteque in forum NUKE from The Foundry
    Replies: 1
    Last Post: November 21st, 2008, 08:16 AM
  3. [learning] - Is there a way to get Custom Node Names?
    By anewhobby in forum NUKE from The Foundry
    Replies: 2
    Last Post: October 22nd, 2008, 02:16 AM
  4. Replies: 2
    Last Post: September 26th, 2008, 01:26 AM
  5. Deinterlace Node outputting different size
    By whoisandy in forum NUKE from The Foundry
    Replies: 5
    Last Post: August 7th, 2008, 11:57 AM
Bookmarks
Bookmarks
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts