DespillMadness v3.0


 
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Contributor: Andreas Frickinger
Collection of Despill algorithms with fine tuning option and spill matte export.
Requirements:
6.0, 6.1, 6.2, 6.3, 7.0 or later
10 Feb 2013
12554

Collection of Despill algorithms with fine tuning option and spill matte export.

 

 

v3.0:

- renamed AlphaError Node as this caused trouble with some render managers

---

v2.0:

- Mask Input
- Source Luminance restoration

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Comments   

 
+3 # J Bills 2011-01-13 17:15
from what I can tell, RGB is still getting clamped in v1.1. did you mean to delete that clamp node in there?
 
 
# Andreas Frickinger 2011-01-14 01:03
Just double checked it again and couldn't see any clamping in RGB. The clamp in the middle is only clamping the alpha channel. Got a script you can send me where it's clipping?

andy*
 
 
-1 # J Bills 2011-01-14 11:50
whoops - the version I was looking at was dated 16 Aug 2010. possible the one I grabbed yesterday didn't overwrite it when I copied it in. I see your v1.1 has the clamp set correctly - apologies, my bad!
 
 
# Andreas Frickinger 2011-01-14 12:35
cool, good to hear!
 
 
# Martika Aguilar 2011-11-04 06:50
THIS is this the bomb.
 
 
# srihari babu 2011-12-09 10:19
i will try
 
 
# Andei Antonuk 2012-09-13 08:21
ADD mask input please
 
 
+1 # Andreas Frickinger 2012-09-13 14:54
check out v2 for Mask input and luminance restoration.

cheers,
andy
 
 
+1 # Andei Antonuk 2012-09-14 01:37
thanks man....
 
 
# Ezequiel Cesana 2013-02-04 13:29
Hi! thanks for the gizmo
i've found a problem when rendering through deadline. It says there's an error on this node, and loops the render forever.
The solution I've discovered, is to rename the nodes called *AlphaError* to something without the word "error" on it. It seems deadline parses the output of the console searching for the word error and if it founds one, it understands the render as wrong, and tries to re render the task.
 
 
+1 # Andreas Frickinger 2013-02-10 22:07
Thanks for reporting this, I renamed the Node to AlphaFix in v3.0.

cheers,
andy
 
 
# satish boddul 2014-03-26 10:54
Very Good Gizmos

Thanks .......
 
 
# ronaldo reyes 2015-05-24 08:23
awesome!!!! :)
 
 
# Max Alaev 2015-08-03 21:07
This gizmo is much better than expression for despill what i knew! Thanx!!
 
 
# Spencer Tweed 2015-08-06 16:59
Awesome! This is exactly what I was looking for - should be a default node in Nuke.

- Spencer
 
 
+1 # wang pengshan 2015-09-29 10:12
Very Good Gizmos!!!
 
 
# Gregoire Verweijen 2016-07-25 17:50
How do I load this plugin on the renderfarm? I've got the init.py:
nuke.pluginAddPath("./gizmos")
nuke.pluginAddPath("./python")
nuke.pluginAddPath("./icons")

and put it in the "~/.nuke/gizmos " folder. If I understand correctly, because deadline doesn't load the interface for rendering, it is useless to add them to the interface via menu.py.
Though when I submit a script, I get an error that I cant find the plugin..
 
 
# Frank Rueter 2016-07-25 22:28
Are your render machines rendering with your user account? If not they won't resolve "~/.nuke" the same as the interactive session when you are logged in.
 
 
# Gregoire Verweijen 2016-07-26 10:00
The machines are all logged in with user 'render'. the gizmo is put in that users .nuke folder.

On the workstation I have a different user account, but the gizmo is in the current users .nuke folder.

The farm is rendering on a render license (without interface)
 
 
# Frank Rueter 2016-07-27 01:00
I'd log in as the render user to verify this.
 
 
# Noldy Arno 2017-03-29 15:54
Anywhere I can find a tutorial or help file explaining this tool?
 
 
# rafal kaniewski 2017-05-23 09:38
awesomely designed node, everyone uses it!

update suggestion:

different gamut/primary colourspaces?

i.e. https://github.com/openNuke/toolset/blob/master/despillMadness.nk
 

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