Tag Archives: nuke

Bugs are fun – windows permission error

Recently I rebuilt my computer with an SSD – do it they are fantastic.

Everything was bliss until it came time to render a project out of Nuke, It kept failing a few frames in.

“ok” I thought, it’s most likely a bug with the spanking new nuke 7 – downloaded and installed the latest build – no love.

I actually put this issue aside for a few weeks, but upon installing Unity 4 I hit the very same error when setting up a project.

No way I thought, this error is something else.

Solution: windows security can sometimes be abit vigorous.

For every drive:

Go to Computer select drive>properties>security tab

check under system and admin (maybe users) – if it doesn’t have it assign “full control” to that account – apply and restart.

Note: be careful in here, as with all things system related.

Fixed it for me, good luck!

Maya to Nuke camera alignment

I like doing various small projects, they let me un-earth little stepping stones it’s important to have the knowledge to overcome.

My latest stepping stone was passing data between Maya and Nuke.

Nuke has a fantastic 3D space and I’m very happy with the way it makes some tasks in Maya extremely easy.

To get things lining up nicely between my 2D rendered comps and passing out new elements from Nukes 3D system, happily this is dead easy once you remember a few things

Maya to Nuke

  • The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output
  • Export from maya as 2010 FBX (others may have artefacts – such as a camera not showing in Nuke)
  • Bake animation
  • If the mesh is looking weird (by weird I mean polys bridging in un-wanted places) in Nuke triangulate the mesh in Maya (under mesh menu)

When importing into nuke

  • Import the file directly into a camera node
  • Import the file again into a read geo node
    • tick “read every frame”
    • if you want all objects select that in the drop down
  • If you need textures on the objects and wish to use lighting use the diffuse material node

Nuke to Maya

Nuke can export FBX files with ease (write goe node). If you want the camera don’t be alarmed by the in-ability to attach a write geo node to the camera… just attach the camera to a scene node and export your FBX straight off the scene, you will have your camera with any animation.

Point clouds also come into Maya as humble locators, extremely handy for camera tracking.

 

Keep in mind point one – “The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output”  this is the one that causes the most head aches.

ACMI advert Start

ACMI – Australian centre for the moving image, I’ve been looking forward to doing this project for a few reasons:

 

  • Different style of effects
  • Tighten my workflow with 3D assets between Nuke and Maya

 

I got to excited by this to post about it properly before starting, I’m actually nearing completion as of now (renders waiting patiently in back burner)

 

I’ve already enjoyed testing things, The biggest is a slight camera aperture mis-match between Maya and Nuke. Pretty sure I’ve got the cause nailed down – I’ll test it more later on. I’ve focused things on creating assets in Maya and rendering parts of it out in Nuke where it makes sense, mostly with an animated “paint” trail that flies through the air.

 

Weekly update

Busy week.

 

Nuke Masterclass with Dave King at the academy of interactive entertainment, it was a blast.

I’ve been using Nuke for my latest projects and after this I feel I have a much more solid understanding of what’s happening under the hood my two favourites including:

  • Data flow down the B-pipe
  • channel manipulation

Mainly it’s how to handle data through out the node graph, it’s always good to see other people workflows – look at your own and realise not all node layouts are created equal.

Cheers Dave I enjoyed the class!

 

The escort Cinematic is pretty much finished on my part, just waiting for material from my counter parts before the final cut is done.

 

I wanted to do an advert based around the ACMI Centre  in federation square (I miss working there and any excuse to drop in is welcome)  the advert will let me try out some techniques with 3D between Nuke and Maya

  • Nuke 3d space
  • Cameras between applications
  • animations between applications
  • other fun things

I’m fairly well through this as well, i’ll be uploading both this and the escort video next week!

Pulses and nodes – it’s exciting!

nodes are always fun

 

The above image is not what creates the below footage… but it is the first shot for the escort cinematic!

My proof of concept for getting the pulses working went exactly as I thought it would (cue the warm fuzzy feeling) so I can now pulse circuits to my hearts content.

The below example uses only 1 render pass (1 frame – different bits) to allow me to create the pulses in Nuke., which affords me all the control of post.

http://www.youtube.com/watch?v=LwBJTgEX92U

 

 

 

 

I’m also tempted to throw a video up of my script orderly random python script in action rather than just post the code.

 

Strike that, the example is up now!

 

 

 

Nuke scripting – let’s get ordely random

#update – here is an example of the script in effect

http://www.youtube.com/watch?v=7XP9rzx1ZTo

 

I needed a function for my upcoming Escort cinematic in Nuke, it didn’t exist out of the box (not that I found anyway).

I needed to be able to create a dynamic random character output from the text node (yay for broken robot HUD’s):

  • Random numbers/integers
  • Random characters
  • The ability to disable these at a given time/frame
  • the ability to choose how many values to display (avoid repeating the statement repeatedly)
I’ve got a background in programming (semester at UTAS) but haven’t delved into python to often, my love affair with nuke might change this.
I got my code working and now for the next step… getting nuke to load this automatically so I need not worry about pasting it in through the script editor. Easy? well yes and no, I have trouble with all the tutorial material being for Macs, but I digress.

So I’ve modified/created my init.py file (relax not the main one… the user one)

After breaking down a little I caved and watched the intro to external .py scripts here And pow, new functionality added!

 

I’m loving the ability to code straight into nuke, the amount of functionality is staggering and I am excited by the things I want to do, yeah this code is pretty simple but I get exactly the control I wanted out of it.

If I get round to doing tutorials (max/maya/nuke) I’ll definitely include a scripting component.

#sorry for the formatting being butchered.

 

import nuke
#####
#startFrame = frame to lock number
#staticInt = number to show after start frame
#digitsAmountStartdigitsAmountEnd = define the range of digits to show, allows
#big number to be shown easily
def randIntLimit(startFrame, staticInt, digitsAmountStart, digitsAmountEnd):
import random
randint = “0”
if startFrame > nuke.frame():
for i in range(digitsAmountStart, digitsAmountEnd):
randint += str(random.randrange(0,10))
else:
randint = staticInt
return randint

def randCharLimit(startFrame, staticChar, digitsAmountStart, digitsAmountEnd):
import random
ch = “”
if startFrame > nuke.frame():
for i in range(digitsAmountStart, digitsAmountEnd):
rand = random.randint(0,35)
if rand < 10:
ch += str(rand)
ch += chr(rand + 55)
else:
ch = staticChar

return ch

 

 

The foundry and Luxology merge

I’m a nuke fan, lets just get that out there. I’m also an autodesk fan… I’ve only ever used 3ds Max and Maya for my 3D needs.

This is mostly because my college got me hooked on max and further studies have infused me with Maya knowledge. If modo and nuke start to become a tightly knit unit though, something akin to the max/maya/mudbox live link system I may just have to give Modo a try.

If your wondering “Should I care” I like to think the answer is yes, this merge could affect various pipelines for better or worse in years to come. I remain optimistic that better will be the outcome.

More on the merge here