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. >> >>> >>>> >> >>> >>>> >> >>> >>>> >> >>> >>>> ______________________________**_________________ >> >>> >>>> 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 _______________________________________________ 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