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Oct 2006
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Oct 2006
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I've been looking at an eval (save-enabled) of Nuke for a few days and am really liking many aspects of the program, except for the included documentation. For example, to invoke lights in the 3D space, I hit x and typed Light. One appeared, which was helpful! But I could not see a menu item and there seemed to be nothing in the manual except for something saying "nuke has lights" or words to this effect.

Am I missing something, or is this the case with how I go about learning the software? I think I am part of the targeted market of the recently released learning edition, ie have used other comp apps and am wanting to come to Nuke for its particular strengths...it seems like a good time for D2 to get more knowledge out there. I'm studying my masters by project and hope to use Nuke for the whole year.

Not meaning to flame, am really looking forward to getting into Nuke.

Michael Garrett

What you experience with the Light node is simply due to the fact that it is unsupported at the moment (and should probably be removed from the docs to avoid confusion).
Therefore there is no menu item for it even though the old plugin is still lingering.

You could create your own menu item for it if you wanted by doing the following:
hit x to open the script console then type something like:
menu "3D/Unsupported Stuff/Light" Light

you will find a new sub menu called "Unsupported Stuff" in the 3D menu. In there you will find the "Light" item which, wenn chosen, will execute the "Light" command, which in this case is the plugin you're looking at (the command can be any tcl code as well).

If you want Nuke to start up with extra menu/menu items like this just create a menu.tcl file (simple text file) in your ".nuke" directory and add the above line to it.

Maybe have a look at the tcl tutorials I posted here, they might be of interest to you.

cheers,
frank

Thank you for taking the time to answer, I'm looking forward to finding out more about customising the app and getting into TCL a bit. A lot of the unsupported stuff seems really interesting but I'll accept that it's just there on an "as is" basis. At the start it's hard to know what is unsupported and what is core but I'm sure I'll get the hang of things.

Michael

if it's in the gui by default it's supported.
if you have to dig around and call something through the tcl console it's probably not

I have another question related to the fact that Channel>Expressions does not seem to be in the Nuke build I have, although it is covered in the pdf manual.

I want to do UV remapping with IDistort but am assuming I need to apply expressions to the UV channels using Channel>Expressions. Or can I enter expressions straight into IDistort? In DisplaceX in Shake it's something along the lines of x (or u) = r channel * width, and y (or v) = g channel * height.

I was able to do the UV remap with STMap but it would be cool to do it with IDistort too.

Thanks again

Michael

as far as I know there is no such thing as Channel>Expression, maybe you mean Color/Math/Expression?!

What exactly do you mean by "UV remapping"?
yes, you can enter expressions into almost any knob in Nuke but what to mimic Shake's DistortX you should use Nuke's STMap. Difference being that in Shake you still have to scale the values to the image size while STMap in Nuke normalizes it for you so 0,0 is the lower left corner and 1,1 is the upper right one.

If you wanted to use IDistort to achieve the same effect you get with STMap you would need quite different UVs because IDistort pulls the new pixel from coordinates relative to the current pixel position whereas STMap pulls pixels from an absolute position in the image.

QUOTE(blur1 @ 10/31/06, 12:28 PM) [snapback]251229[/snapback]
I was able to do the UV remap with STMap but it would be cool to do it with IDistort too.
Thanks again

Use these expressions in a Color/Math/Expression n ode for u and v respectively:
u*width-x
v*height-y

After that you can use an IDistort to get the same kind of result as the STMap would produce.

here are the nodes:

Expression {
channel0 {uv.u -uv.v}
expr0 u*width-x
channel1 {-uv.u uv.v}
expr1 v*height-y
channel2 none
name Expression1
selected true
xpos -326
ypos 35
}
IDistort {
channels rgb
uv uv
name IDistort1
selected true
xpos -326
ypos 61
}

Frank,
I'm saving your replies into my alt.nukedoc text file. Big thank you.

QUOTE(rueter @ 11/01/06, 07:20 AM) [snapback]251236[/snapback]
as far as I know there is no such thing as Channel>Expression, maybe you mean Color/Math/Expression?!

I'm referring to page 54 of the Nuke User Guide pdf.
"To apply expressions to channel values:
1. Click Channel>Expressions to insert an Expressions node at the
appropriate point in your script."

QUOTE(rueter @ 11/01/06, 07:20 AM) [snapback]251236[/snapback]
What exactly do you mean by "UV remapping"?

In this case I just rendered out a pass from Maya with the UV's of the geometry exposed in the red and green channels, allowing me to apply a texture in Nuke.

QUOTE(rueter @ 11/01/06, 07:20 AM) [snapback]251236[/snapback]
yes, you can enter expressions into almost any knob in Nuke but what to mimic Shake's DistortX you should use Nuke's STMap. Difference being that in Shake you still have to scale the values to the image size while STMap in Nuke normalizes it for you so 0,0 is the lower left corner and 1,1 is the upper right one.

If you wanted to use IDistort to achieve the same effect you get with STMap you would need quite different UVs because IDistort pulls the new pixel from coordinates relative to the current pixel position whereas STMap pulls pixels from an absolute position in the image.

Thank you for this clear description of the difference. I pasted your script and it gives the same result as STMap. It's great to see where the expressions go, even if STMap is the more straightforward option.

-Michael

QUOTE(blur1 @ 11/01/06, 05:27 AM) [snapback]251293[/snapback]
I'm referring to page 54 of the Nuke User Guide pdf.
"To apply expressions to channel values:
1. Click Channel>Expressions to insert an Expressions node at the
appropriate point in your script."

That looks to me like a severe documentation bug. Same with "Multiply" mentinoed on the page before. These operators are both in Color/Math/ not in the Channel menu.

QUOTE(blur1 @ 11/01/06, 05:27 AM) [snapback]251293[/snapback]
In this case I just rendered out a pass from Maya with the UV's of the geometry exposed in the red and green channels, allowing me to apply a texture in Nuke.

never done it that way but sounds cool .

QUOTE(rueter @ 11/02/06, 07:06 AM) [snapback]251340[/snapback]
That looks to me like a severe documentation bug. Same with "Multiply" mentinoed on the page before. These operators are both in Color/Math/ not in the Channel menu.

OK I'm glad there was some justification for this thread.

QUOTE(rueter @ 11/02/06, 07:06 AM) [snapback]251340[/snapback]
never done it that way but sounds cool .

What other way is there??

QUOTE(blur1 @ 11/03/06, 03:51 AM) [snapback]251477[/snapback]
What other way is there??

I've only dealt with static geometry in which case I export objs with uvs and texture them in Nuke.

QUOTE(rueter @ 11/04/06, 06:25 AM) [snapback]251508[/snapback]
I've only dealt with static geometry in which case I export objs with uvs and texture them in Nuke.

Yes, I see...what I am doing is assuming prerendered output, it's just a 2D warp.