OFX nodes

@space_monkey thanks for the kits, four small notes from my Mac, :

  1. HDR crashes on some clip lengths (24 frames, for example).
  2. Element’s Read Me says “nothing to download”, but the first render needs a
    ~25 GB Gemma file no installer brings.
  3. The log’s natten suggestion is NVIDIA-only. On a Mac it does nothing, and
    forcing it in breaks every video render (HDR, Element, Background, Relight).
    Thanks again — genuinely great tools.

Those should be updated now

I am curious of suggestions of what other OFX might people want??

Here’s my old post about vfx links. Maybe some of these are easy to implement now.

Did some MLX builds for the mac community out there, the results are a bit faster 20% but the results arent as good at least in the initial tests I did , if anyone sees a decent LTX build for MLX let me know but if you want to test them let me know and I can shoot you a link, but for me the quality hit isnt worth the speed increase.

what are your favorites?

New lens blur node which I am finally pretty happy with needs the z depth set to metric , then it give you real camera blur based on pysical cameras and focus breathing. Let me know what you all think but this is something I’ve wanted for forevvverrrr..

Awesome work, can’t wait to try all of them.. on thing I’ve always been pondering is how to combine a lensblur node with motion vectors.. actual camera simulation. I’m still not convinced it’s feasible atm as one would need to ‘know’ (a little) what’ behind and object.. but let’s say an ml inpaint model fills in that gap… it might be? What do you think?

try the Lens Blur I did real world cameras with rack defocus and focus breathing it handles the edges with inpaint, youll have to use the z depth and set it to raw depth meters and analyze the camera , you can set focus and lock the focus and dial between common camera and change f stops.

Lot more to it but thats the cliff notes version

I was just ironing out the two z depths so you can load front z depth and back z depth and have the back start where the front end and also offset that point to change the depth of the BG in relation to the FG. I keep messing with it but its getting really close. I am sure there is stuff I need to fix but it 95%

You already build in the inpainting part, nice one. Will test asap.

@space_monkey I’m giving the FaceUV one a whirl on Mac.

I’m getting this error in the log whenever I try to run it: ModuleNotFoundError: No module named 'einshape'. I still get a result, but just thought you’d like to know.

Also, when I try “Open Log in Terminal” I get /Users/Shared/MatteLTXNative/run/tail_engine_log.command: bad interpreter: /bin/bash\nclear\necho 'Higgins Post engine log - Ctrl-C to stop'\ntail -n 40 -f '/Users/Shared/MatteLTXNative/run/engine.log': exec format error

You were asking earlier about other OFX ideas. What about one that unwraps UVs?

Thanks for the report — both are real bugs on my side.

  1. The einshape error: the Face UV installer forgot one Python package that the BootsTAPIR dense refine needs, so the refine pass was being skipped (that’s why you still got a result — just the plain landmark track, without the skin refine). One line in Terminal fixes it:

/Users/Shared/MatteLTXNative/venv/bin/python -m pip install einshape

Wait on Face UV thats what I am working on right now and the next build is soooo much better. Just load a painted frame directly in and no more UV but you can export if you want also a move point and redo the shape function. Should be up very shortly

Download the new face UV , I also did a unwrap UV but honestly you dont need it for the face since its all built in, just load plate and painted frame and matte set the reference frame and its all done in one node as it should be. Also a new feature to move the mesh around or create points to warp it in place but also added a snap feature that gets it close but still could use refinement at least on the shot I was working on.

Oh nice one, I’ll give it a go shortly.

I still think having a UV unwrap OFX would be helpful for other situations though but I do love that you have that built into this one.

Well the UV unwrap is uploaded as well

Hmm..I only see the new one to WrapUVs (which has some nice options in there by the way).

sorry I mean Wrap , but unwrap is in the output on Face UV, Face UV Native 0.2 and UV Wrap Native 0.1.1

Ah, ok. I was thinking more having the ability to unwarp the UVs from other sources. It’s a feature that people have been requesting for ages and when I saw it in the FaceUV I thought it’d be nice to have that singular feature as a stand-alone OFX.

Yes isnt that what UV wrap does do you want something different?

Oh I am building into UV wrap so you can have it either way
Sorry I dont sleep much