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View link_tools.py
@jedypod
jedypod / CornerPinOffset
Created Aug 3, 2019
CornerPin node with offset controls for each corner. Useful for tweaking cornerpin after all keyframes are baked (e.g. , from a tracker), in case you need to cheat the perspective or something else.
View CornerPinOffset
set cut_paste_input [stack 0]
push $cut_paste_input
Group {
name CornerPinOffset
tile_color 0x9073adff
addUserKnob {20 PinControl}
addUserKnob {26 CornerPinControls l "" +STARTLINE T "<font size=5><b>Corner Pin Data</b></font>"}
addUserKnob {20 CornerPinData l "" +STARTLINE n 1}
addUserKnob {41 to1 T cpMaster.to1}
addUserKnob {41 enable1 -STARTLINE T cpMaster.enable1}
@jedypod
jedypod / ExposureBracketBlend.nk
Last active Jul 15, 2019
Nuke node to automate the blending of multiple bracketed exposures into a single high dynamic range hdr image. Includes a script to sort the input nodes based on exposure time.
View ExposureBracketBlend.nk
set cut_paste_input [stack 0]
BackdropNode {
inputs 0
name BackdropNode4
tile_color 0x7f7f7f01
label "Self contained python"
note_font_size 25
selected true
xpos -1456
ypos 883
@jedypod
jedypod / OpticalZDefocus.md
Last active Jul 2, 2019
OpticalZDefocus is a physically accurate ZDefocus, which controls circle of confusion (coc) size based on lens geometry using the depth of field equation. Set your lens and film-back characteristics, your focus distance, and adjust the size of your bokeh with the aperture size, just like a real lens.
View OpticalZDefocus.md

OpticalZDefocus

OpticalZDefocus is a physically accurate ZDefocus, which controls circle of confusion size based on lens geometry using the depth of field equation.

  1. Set your focal length and film-back characteristics to match the lens that shot your plate
  2. Animate your focus distance
  3. Adjust the f-stop to match the size of your bokeh to your plate

Just like a real lens! (And using the same math :P )

Features

@jedypod
jedypod / README.md
Last active Jun 23, 2019
Nuke ffmpeg Render
View README.md

Nuke ffmpeg Render

Writeffmpeg is a python script and a node that allows you to render from Nuke directly into ffmpeg. Instead of a 2 step process where you render from Nuke to a temporary image sequence that you then transcode using ffmpeg, this solution writes to a single uint16 cache tiff file and this data gets piped into ffmpeg.

I've included a little screen recordingto help demo how it works.

Files

ffmpeg_render.py Writeffmpeg.nk

Dependencies

@jedypod
jedypod / FLog2Lin.nk
Last active Jun 23, 2019
Fuji F-Log Colorspace Transformations
View FLog2Lin.nk
set cut_paste_input [stack 0]
push $cut_paste_input
Group {
name FLog2Lin
label "\[value operation]"
selected true
xpos -40
ypos -952
addUserKnob {20 FLog2Lin}
addUserKnob {4 operation M {log2lin lin2log}}
@jedypod
jedypod / nuke_python_recipes.py
Last active Jun 18, 2019
Nuke Python Recipes
View nuke_python_recipes.py
import nuke, math
def get_closest_node(node):
# Return the closest node to node
distances = {}
for n in nuke.allNodes():
if n.name() == node.name():
continue
distance = math.sqrt(
math.pow( (node.xpos() - n.xpos()), 2 ) + math.pow( (node.ypos() - n.ypos()), 2 )
)
@jedypod
jedypod / PlanarProjection.nk
Last active Apr 8, 2019
PlanarProjection Planar Projection Generates 2D coordinates for points in 3D space. Works on 4 points at once, is instantaneous to calculate, and generates a 4x4 transform matrix for use in rotos.
View PlanarProjection.nk
set cut_paste_input [stack 0]
push $cut_paste_input
Group {
name PlanarProjection
help "<b>Planar Projection</b>\nGenerates 2D coordinates for points in 3D space. Type in 3D point coordinates, or use vertex selection in 3D viewer and click set to pick average of selected points, or set points to set all four points at once. \n\nYou can connect node output to scene together with your pointcloud or geometry and see where your points are located in 3d space. Double click any of them to move it in 3d space like any traditional nuke transform control. \n\nA matrix transform is also generated to be used with RotoPaint, SplineWarp and GridWarp nodes. If you are using matrix in GridWarp, points have to be in clockwise order, pick them one by one! \n\nCommand set points doesn't respect selection order! \n\nCheck out the demo video on my website! Kudos to Ivan Busquets for help with matrix math. \n\n-- developed by Vit Sedlacek 2012 www.vitsedlacek.com \n\n-- Modified by Jed Smith to make calculation time nearly inst
@jedypod
jedypod / TonemapFilmic.nk
Created Jan 24, 2016
Tonemap Filmic - Implementing John Hable's Filmic Tonemapping algorithm as a Nuke gizmo.
View TonemapFilmic.nk
Group {
name TonemapFilmic
help "Implementing John Hable's Filmic Tonemapping algorithm as a Nuke gizmo.\n\nhttp://filmicgames.com/archives/75\nhttp://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting\n\n## Filmic Tonemapping\nA = Shoulder Strength\nB = Linear Strength\nC = Linear Angle\nD = Toe Strength\nE = Toe Numerator\nF = Toe Denominator\n\tNote: E/F = Toe Angle\nLinearWhite = Linear White Point Value\n\nF(x) = ((x*(A*x+C*B) + D*E) / (x*(A*x+B) + D*F)) - E/F\nFinalColor = F(LinearColor)/F(LinearWhite)\n\nA = 0.22\nB = 0.30\nC = 0.10\nD = 0.20\nE = 0.01\nF = 0.30\nLinearWhite = 11.2\nThese numbers are assuming linear source data."
addUserKnob {20 Tonamap l Tonemap}
addUserKnob {26 ""}
addUserKnob {7 exposure t "Adjust the exposure before the tonemap in stops." R -4 4}
addUserKnob {41 shStr l "Shoulder Strength" T Expression_Filmic_Tonemap.shStr}
addUserKnob {41 linStr l "Linear Strength" T Expression_Filmic_Tonemap.linStr}
addUserKnob {41 linAngle l "Linear Angle" T Expression_Filmic_T
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