Normalized Device Coordinates For prman, that's the viewing device (camera) frustum, normalized to a -1 to 1 box.
As Michael said, the NDC matrix is what you would use to project a point into camera space, and then you'd use a camera-to-world matrix to get a coordinate in world space. On Mar 24, 2012 5:02 PM, "Randy Little" <randyslit...@gmail.com> wrote: > 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 >
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