2014年2月20日 星期四
2014年2月11日 星期二
2014年2月10日 星期一
switch nuke channel by expression node
set cut_paste_input [stack 0]
version 7.0 v10
ColorWheel {
inputs 0
gamma 0.45
name ColorWheel2
selected true
xpos -68
ypos -329
}
CheckerBoard2 {
inputs 0
name CheckerBoard3
selected true
xpos -191
ypos -331
}
add_layer {JimmyChannel JimmyChannel.red JimmyChannel.green JimmyChannel.blue JimmyChannel.alpha}
ShuffleCopy {
inputs 2
alpha alpha2
black red
white green
red2 blue
green2 alpha
out2 JimmyChannel
name ShuffleCopy4
label "模擬同一串流裡面有一組channel叫\nJimmyChannel"
note_font_size 20
selected true
xpos -139
ypos -217
}
Expression {
channel0 {forward.u -forward.v -backward.u -backward.v}
expr0 JimmyChannel.red
channel1 {-forward.u forward.v -backward.u -backward.v}
expr1 JimmyChannel.green
channel2 {-forward.u -forward.v backward.u -backward.v}
expr2 JimmyChannel.blue
channel3 {-forward.u -forward.v -backward.u backward.v}
expr3 JimmyChannel.alpha
name Expression9
label "將JimmyChannel切換到motion channel"
note_font_size 20
selected true
xpos -139
ypos -94
}
useful info about nuke expression node : http://www.nukepedia.com/written-tutorials/expressions-101
and thanks seadog's help!
2014年2月8日 星期六
nb_MariTools 1.0 from Nicholas Breslow
nb_MariTools 1.0 from Nicholas Breslow on Vimeo.
https://vimeo.com/86082496
http://nbreslow.com/nbmaritools
shuffle-out-all-channels Script
http://www.muttsy.net/blog/2011/10/20/shuffle-out-all-channels/
nodes = nuke.selectedNodes() for node in nodes: if node.Class() == 'Read': channels = node.channels() layers = list( set([channel.split('.')[0] for channel in channels]) ) layers.sort() if 'rgba' in layers: layers.remove('rgba') for layer in layers: shuffleNode = nuke.nodes.Shuffle(label=layer,inputs=[node]) shuffleNode['in'].setValue( layer ) shuffleNode['postage_stamp'].setValue(True) else: pass
2014年1月15日 星期三
mask3d node
set cut_paste_input [stack 0]
version 7.0 v10
push $cut_paste_input
Group {
name mask3d
selected true
xpos 1457
ypos -418
addUserKnob {20 User}
addUserKnob {18 pos l Position t "Select the colour that corresponds to the position you want."}
pos {5.994726658 48.59552765 6.745039463}
addUserKnob {13 rad l Radius}
rad {0.7 {rad.x} {rad.x}}
addUserKnob {7 fall l "Falloff Exponent" R 1 10}
fall 3.25
addUserKnob {7 gain l Hardness}
gain 0.54
}
Input {
inputs 0
name __POS_INPUT__
xpos 95
ypos 536
}
Expression {
temp_name0 distR
temp_expr0 (Br-parent.pos.r)/rad.x
temp_name1 distG
temp_expr1 (Bg-parent.pos.g)/rad.y
temp_name2 distB
temp_expr2 (Bb-parent.pos.b)/rad.z
temp_name3 len
temp_expr3 sqrt((distR*distR)+(distG*distG)+(distB*distB))
expr0 pow(1-len,fall)
expr1 pow(1-len,fall)
expr2 pow(1-len,fall)
expr3 pow(1-len,fall)
name __POSITION_KEY__
xpos 95
ypos 597
}
Clamp {
channels rgba
name Clamp1
xpos 95
ypos 641
}
Group {
name Perlin_gain
help "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."
tile_color 0xcc9d6d00
xpos 95
ypos 686
addUserKnob {20 "" l User}
addUserKnob {7 realGain l "Perlin Gain function" t "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."}
realGain {{parent.gain}}
}
Input {
inputs 0
name Input1
selected true
xpos 130
ypos -89
}
Expression {
temp_name0 gain
temp_expr0 parent.realGain
temp_name1 lum
temp_expr1 "0.2125*Br + 0.7154*Bg + 0.0721*Bb"
temp_name2 val
temp_expr2 .5*((lum<.5)?((1-gain)>0?pow(2*lum,log(1-gain)/log(0.5)):0):2-((1-gain)>0?pow(2-2*lum,log(1-gain)/log(0.5)):0))
expr0 r>1?r:r*(val/(lum+0.00001))
expr1 g>1?g:g*(val/(lum+0.00001))
expr2 b>1?b:b*(val/(lum+0.00001))
name KPGain
tile_color 0xd47f3b00
label "TRUE GAIN\nFUNCTION"
xpos 130
ypos -24
addUserKnob {20 "" l User}
}
Output {
name Output1
xpos 130
ypos 98
}
end_group
Clamp {
channels rgba
name Clamp2
selected true
xpos 95
ypos 731
}
Output {
name Output1
xpos 95
ypos 839
}
end_group
version 7.0 v10
push $cut_paste_input
Group {
name mask3d
selected true
xpos 1457
ypos -418
addUserKnob {20 User}
addUserKnob {18 pos l Position t "Select the colour that corresponds to the position you want."}
pos {5.994726658 48.59552765 6.745039463}
addUserKnob {13 rad l Radius}
rad {0.7 {rad.x} {rad.x}}
addUserKnob {7 fall l "Falloff Exponent" R 1 10}
fall 3.25
addUserKnob {7 gain l Hardness}
gain 0.54
}
Input {
inputs 0
name __POS_INPUT__
xpos 95
ypos 536
}
Expression {
temp_name0 distR
temp_expr0 (Br-parent.pos.r)/rad.x
temp_name1 distG
temp_expr1 (Bg-parent.pos.g)/rad.y
temp_name2 distB
temp_expr2 (Bb-parent.pos.b)/rad.z
temp_name3 len
temp_expr3 sqrt((distR*distR)+(distG*distG)+(distB*distB))
expr0 pow(1-len,fall)
expr1 pow(1-len,fall)
expr2 pow(1-len,fall)
expr3 pow(1-len,fall)
name __POSITION_KEY__
xpos 95
ypos 597
}
Clamp {
channels rgba
name Clamp1
xpos 95
ypos 641
}
Group {
name Perlin_gain
help "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."
tile_color 0xcc9d6d00
xpos 95
ypos 686
addUserKnob {20 "" l User}
addUserKnob {7 realGain l "Perlin Gain function" t "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."}
realGain {{parent.gain}}
}
Input {
inputs 0
name Input1
selected true
xpos 130
ypos -89
}
Expression {
temp_name0 gain
temp_expr0 parent.realGain
temp_name1 lum
temp_expr1 "0.2125*Br + 0.7154*Bg + 0.0721*Bb"
temp_name2 val
temp_expr2 .5*((lum<.5)?((1-gain)>0?pow(2*lum,log(1-gain)/log(0.5)):0):2-((1-gain)>0?pow(2-2*lum,log(1-gain)/log(0.5)):0))
expr0 r>1?r:r*(val/(lum+0.00001))
expr1 g>1?g:g*(val/(lum+0.00001))
expr2 b>1?b:b*(val/(lum+0.00001))
name KPGain
tile_color 0xd47f3b00
label "TRUE GAIN\nFUNCTION"
xpos 130
ypos -24
addUserKnob {20 "" l User}
}
Output {
name Output1
xpos 130
ypos 98
}
end_group
Clamp {
channels rgba
name Clamp2
selected true
xpos 95
ypos 731
}
Output {
name Output1
xpos 95
ypos 839
}
end_group
Enable the mip production shader in Maya mentalRay
The
Mental Ray production shaders are hidden by default. mip_* mib_* mia_*
Simply
go to your script editor, type in:
optionVar
-intValue "MIP_SHD_EXPOSE" 1;
Also
check out info on the finest in Mental Ray websites from Zap
http://mentalraytips.blogspot.com.br/2007/10/production-shaders-hidden-treasures-of.html
To
find more info you can always search "Mental Ray production shaders"
as well as read the 2013 Mental Ray production manual online.
http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/
2013年12月11日 星期三
LiveAction CG VFX HDR LightComp test breakdown
LiveAction CG VFX HDR LightComp test breakdown from vfxjimmy on Vimeo.
Thanks Rex's Camera support to let this demo happen!
2013年12月3日 星期二
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