so its Normalized Cartesian coordiantes. Makes since since 0,0 should
be the the scene origin right? (it is in real optics world)

Randy S. Little
http://www.rslittle.com




On Sat, Mar 24, 2012 at 17:12, Ivan Busquets <ivanbusqu...@gmail.com> wrote:
> 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.
>> >>> >>>>
>> >>> >>>>
>> >>> >>>>
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