you could turn your deep data into points (as you mentioned) then use that to emit one particle per point. that way you may get more control over render behaviour.
haven't tried it myself yet, just a thought.

On 10/17/12 8:41 PM, Patrick Heinen wrote:
Yep, that's exactly what I think aswell. I haven't tried it with volumetrics 
though, only with solid objects, which looked awful when rendered as 
pointcloud. Maybe you could get away visually with pretty simple volumetrics.

Am 17.10.2012 um 09:25 schrieb adam jones:

hey patrick

cheers for the reply, I was just thinking that aside from the volume / cloud 
evolving and undulating  over time clouds could be rendered as a single frame 
and camera independent from 3d and any camera move applied in nuke, hopefully 
in time this is something that would be possible.

-adam


On 17/10/2012, at 6:15 PM, Patrick Heinen wrote:

Hi adam,

As you said you already answered your own question, "deepToPoints" gives you a pointcloud 
representation of your Deep files, similar to what "PositionToPoints" does.
What you mentioned under 1.) is theoretically possible, but rendering 
pointclouds in Nuke doesn't give a satisfying result yet.

Regards
Patrick
Am 17.10.2012 um 07:53 schrieb crunch fx:

?
?
?


On 10/17/12, adam jones <[email protected]> wrote:
hey all

Being that I don't have Renderman install I can't test these things my self,
so

If I had for example a cloud rendered with deep comp values could I

1. fly a nuke camera though it and see the changes in opacity and density as
the camera passes though it

2. would there be a way in the 3D environment using the depth values to have
the cloud represented as a 3D volume, similar to what a ppp can do for other
3d renders in nukes 3d environment ? Might have answered my own question
"deep to points"?

-adam


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