what does ndc stand for (normal depth coord?) Randy S. Little http://www.rslittle.com
On Sat, Mar 24, 2012 at 15:01, Michael Garrett <michaeld...@gmail.com> wrote: > Right, from memory it's doing this: > - construct ndc coordinates for x and y > - use depth for position.z in camera space > - use the camera projection matrix to convert ndc x and y to camera space > position x and y > - use camera transformation matrix to translate and rotate to position in > world space. > > Michael > > > > On Mar 24, 2012, at 5:11 AM, ari Rubenstein <a...@curvstudios.com> wrote: > > Ivan, > If one doesn't alter camera clip planes and one understands inversion of > varying depth between maya, nuke and such... otherwise it's pretty > straightforward like Nathan's ? > > 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. >>> >>>> >>> >>>> >>> >>>> >>> >>>> ______________________________**_________________ >>> >>>> Nuke-users mailing list >>> >>>> >>> >>>> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >>> >>>> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >>> >>>> >>> >>>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >>> >>>> >>> >>> >>> >>> ______________________________**_________________ >>> >>> Nuke-users mailing list >>> >>> >>> >>> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >>> >>> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >>> >>> >>> >>> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >>> >>> >>> >>> ______________________________**_________________ >>> >> Nuke-users mailing list >>> >> >>> >> Nuke-users@support.thefoundry.**co.uk<Nuke-users@support.thefoundry.co.uk>, >>> >> http://forums.thefoundry.co.**uk/ <http://forums.thefoundry.co.uk/> >>> >> >>> >> http://support.thefoundry.co.**uk/cgi-bin/mailman/listinfo/**nuke-users<http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users> >>> >> >>> > _______________________________________________ >>> > Nuke-users mailing list >>> > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >>> >>> _______________________________________________ >>> Nuke-users mailing list >>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users