In the next couple of posts I will be describing photogrammetry workflow which I am creating for a student production. I am planning to describe here the whole process, from processing pictures to exporting game-ready assets. Game-ready assets because our production requires realtime renderings, but the process can be easily altered to produce VFX-ready assets (but this will probably require more manual work e.g. retopo, UVs to meet stricter quality requirements).
I have a tight schedule for this project, so I will try to stay simple, efficient, but try to be as correct as possible.
In this post I will describe our photos processing setup and colors workflow. This will result in photos with mask in alpha channel and in linear color space, ACES in our case. After that the photos should be ready for photogrammetry software, but that is for another post 🙂
Continue reading “Photogrammetry 1 | Photos and colors”
I recently started to help out with photogrammetry pipeline for a student project. I would like to do artist-friendly yet accurate and proper workflow. It should be as automatic as possible. But that I will describe more in depth in other blog posts.
One of the first steps of our workflow is to process raw images (Canon’s .CR2 in our case) into something Nuke can handle well. In this quick tip I will show you a simple tool I adapted for this purpose and how you can use it directly from Nuke.
Continue reading “Nuke tip | Batch conversion of raw images with dcraw”
Sometimes it is useful to have NumPy module available in Nuke’s Python. It contains powerful tools for image processing and is required by some gizmos, e.g. mmColorTarget.
Setting up NumPy on Linux is usually just a matter of running “$ pip install numpy”, but on Windows it can get tricky.
In this quick tip I will show you how to easily take advantage of Houdini’s NumPy which was compiled with the same compiler as Python in Nuke.
Continue reading “Nuke tip | Setting up NumPy on Windows”
In this guide I will show you how you can debug Python scripts in various VFX DCC applications, like Houdini, Nuke, Maya and Blender. I will cover remote Python debugging from Visual Studio Code and configuration of applications.
UPDATE 1: added new image :), fixed typo in pip command, mentioned other ways of pointing to ptvsd module, compared VSCode debugging to pdb.
UPDATE 2: mentioned Motion Builder and other packages
Continue reading “Debugging Python in VFX applications”