Hi guys,
in order to get Nuke's ScanlineRender node to work with multiple UDIM's you simply need to offset the texture patch by the right amount while keeping the data in the bounding box outside the format.
E.g. if I have 2 UDIMs I just need to offset the second patch by it's width to produce a format that has the dimensions of the UDIM, but a bounding box with the UDIMs' height and double the UDIM's width.
Attached is a screen shot.
Vray does not support this way of working and seems to be locked into using the VRayTextureBitmap node for a UDIM workflow, is that correct?
This means it's impossible to work on the individual UDIMs in Nuke without pre-rendering them before using them in the VRay tree as a texture.
Or am I missing something?
Cheers,
frank
in order to get Nuke's ScanlineRender node to work with multiple UDIM's you simply need to offset the texture patch by the right amount while keeping the data in the bounding box outside the format.
E.g. if I have 2 UDIMs I just need to offset the second patch by it's width to produce a format that has the dimensions of the UDIM, but a bounding box with the UDIMs' height and double the UDIM's width.
Attached is a screen shot.
Vray does not support this way of working and seems to be locked into using the VRayTextureBitmap node for a UDIM workflow, is that correct?
This means it's impossible to work on the individual UDIMs in Nuke without pre-rendering them before using them in the VRay tree as a texture.
Or am I missing something?
Cheers,
frank
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