Sorry, that depth conversion question was for Michael, not Ivan... wrote too 
fast.

Ari

Sent from my iPhone

On Mar 23, 2012, at 8:44 PM, Michael Garrett <michaeld...@gmail.com> wrote:

> Totally agree it's made all the difference since the Shake days.  Thanks Ivan 
> for contributing this (and all the other stuff!).
> 
> Ari, I do have a gizmo version of a depth to Pworld conversion but it assumes 
> raw planar depth from camera.  Though once you start factoring in near and 
> far clipping planes, and different depth formats, it gets a bit more 
> complicated.  Ivan may have something to say on this.
> 
> Michael
> 
> 
> 
> On 23 March 2012 03:16, ari Rubenstein <a...@curvstudios.com> wrote:
> Wow, much appreciated.
> 
> 
> Thinking back to how artists and studios in the film industry used to hold 
> tight their techniques for leverage and advantage, it's great to see how much 
> "this" comp community encourages and props up one another for creative 
> advancement for all. 
> 
> Thanks again Ivan
> 
> Ari
> 
> 
> Sent from my iPhone
> 
> On Mar 23, 2012, at 3:16 AM, Ivan Busquets <ivanbusqu...@gmail.com> wrote:
> 
>> Hey Ari,
>> 
>> Here's the plugin I mentioned before.
>> 
>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/
>> 
>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've 
>> uploaded the source code as well, so someone else can compile it for Windows 
>> if needed
>> 
>> Hope it proves useful.
>> Cheers,
>> Ivan
>> 
>> On Wed, Mar 21, 2012 at 2:55 PM,  <a...@curvstudios.com> wrote:
>> thanks Frank for the clarification.
>> 
>> thanks Ivan for digging that plugin up if ya can.  i have a solution I
>> wrapped into a tool as well, but I'd love to see your approach as well.
>> 
>> 
>> 
>> , >>
>> >> 2)  if you've imported an obj sequence with UV's already on (for an
>> >> animated, deformable piece of geo)... and your using a static camera
>> >> (say
>> >> a single frame of your shot camera)... is there a way to do something
>> >> akin
>> >> to Maya's "texture reference object" whereby the UV's are changed based
>> >> on
>> >> this static camera, for all the subsequent frames of the obj sequence ?
>> >
>> >
>> > I've got a plugin that does exactly that. I'll see if I can share on
>> > Nukepedia soon.
>> >
>> > Cheers,
>> > Ivan
>> >
>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter <fr...@beingfrank.info>
>> > wrote:
>> >
>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of
>> >> the
>> >> camera frustum and1,1 in the upper right.
>> >>
>> >> 2 - been waiting for that feature a long time ;).It should be logged as
>> >> a
>> >> feature request but would certainly be good to report again to make sure
>> >> (and to push it in priority)
>> >>
>> >>
>> >>
>> >>
>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote:
>> >>
>> >>> couple more questions:
>> >>>
>> >>> 1)  if imported geo does not already have UV's, will UVproject create a
>> >>> new set or does it require them to...replace them ?
>> >>>
>> >>> 2)  if you've imported an obj sequence with UV's already on (for an
>> >>> animated, deformable piece of geo)... and your using a static camera
>> >>> (say
>> >>> a single frame of your shot camera)... is there a way to do something
>> >>> akin
>> >>> to Maya's "texture reference object" whereby the UV's are changed based
>> >>> on
>> >>> this static camera, for all the subsequent frames of the obj sequence ?
>> >>>
>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness
>> >>> question.  Basically I'm asking if there is an easier way then my
>> >>> current
>> >>> method where I export an obj sequence with UV's, project3D on a single
>> >>> frame, render with scanline to unwrapped UV, then input that into the
>> >>> full
>> >>> obj sequence to get my "paint" to stick throughout.
>> >>>
>> >>> oy, sorry again.
>> >>>
>> >>> Ari
>> >>> Blue Sky
>> >>>
>> >>>
>> >>>
>> >>>  ivanbusquets wrote:
>> >>>>
>> >>>>> You can think of UVProject as a "baked" or "sticky" projection.
>> >>>>>
>> >>>>> The main difference is how they'll behave if you transform/deform
>> >>>>> your
>> >>>>> geometry AFTER your projection.
>> >>>>>
>> >>>>> UVProject "bakes" the UV values into each vertex, so if you transform
>> >>>>> those vertices later on, they'll still pull the textures from the
>> >>>>> same
>> >>>>> coordinate.
>> >>>>>
>> >>>>> The other difference between UVProject and Project3D is how they
>> >>>>> behave
>> >>>>> when the aspect ratio of the camera window is different than the
>> >>>>> aspect
>> >>>>> ratio of the projected image.
>> >>>>> With UVProject, projection is defined by both the horizontal and
>> >>>>> vertical aperture. Project3D only takes the horizontal aperture, and
>> >>>>> preserves the aspect ratio of whatever image you're projecting.
>> >>>>>
>> >>>>>
>> >>>>> Hope that makes sense.
>> >>>>>
>> >>>>> Cheers,
>> >>>>> Ivan
>> >>>>>
>> >>>>>
>> >>>>> On Tue, Mar 20, 2012 at 4:50 PM, coolchipper<nuke>  wrote:
>> >>>>>
>> >>>>>                 hey Nukers, may be a very basic question, but i
>> >>>>> wanted
>> >>>>>> to know
>> >>>>>>
>> >>>>> what is the difference between the two, i do a lot of clean up
>> >>>>> work everyday and i am kind of confused when to use the uv project
>> >>>>> node an when to go for a project 3d node.i know that uv project
>> >>>>> project a mapping coordinates to a mesh, in one of frank videos he
>> >>>>> used the uv project node to clean up dolly tracks,that might have
>> >>>>> been done using the project 3d node too, so whats the difference
>> >>>>> in using uv project node for cleanup work? thanks ......
>> >>>>> [img][/img]
>> >>>>>
>> >>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>
>> >>>> Thanks Ivan.
>> >>>>
>> >>>>
>> >>>>
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