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
>
_______________________________________________
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

Reply via email to