I'm such a retard. Of course I'm on Nuke 7 and I have been using the
DepthToPosition node.
Just had a complete brain freeze, hahaha.
Sorted, thanks Michael! :-D
On 20/11/12 4:59 PM, Michael Garrett wrote:
I assuming you're not using the Nuke 7 public beta for this, because
there is a "DepthToPosition" node in there! Otherwise, try this. I'm
using Topnode for the camera input to grab the projection knobs.
Group {
inputs 2
name ZtoPworld
help "Creates Pworld point data from a raw depth channel and an input
camera."
selected true
xpos -201
ypos 45
addUserKnob {20 User}
addUserKnob {41 from0 l "input z channel" T Copy1.from0}
}
Input {
inputs 0
name Input
xpos 715
ypos -750
}
set N219b4e80 [stack 0]
push $N219b4e80
Copy {
inputs 2
from0 depth.Z
to0 rgba.blue
name Copy1
selected true
xpos 715
ypos -715
}
Expression {
expr0 cx
expr1 cy*(input.width/input.height)*input.pixel_aspect
name Expression7
label NDC
xpos 715
ypos -660
}
Expression {
temp_name0 h_tan
temp_expr0 (haperture/2)/focal
temp_name1 v_tan
temp_expr1 (vaperture/2)/focal
expr0 b*(r*h_tan)
expr1 b*(g*v_tan)
name Expression8
label "NDC to Pcam"
xpos 715
ypos -607
addUserKnob {20 User}
addUserKnob {7 focal}
focal {{"\[topnode parent.input1].focal"}}
addUserKnob {7 haperture}
haperture {{"\[topnode parent.input1].haperture"}}
addUserKnob {7 vaperture}
vaperture {{"\[topnode parent.input1].vaperture"}}
}
Multiply {
channels {-rgba.red -rgba.green rgba.blue}
value -1
name Multiply3
xpos 715
ypos -530
}
ColorMatrix {
matrix {
{{Axis1.world_matrix.0 i} {Axis1.world_matrix.1 i}
{Axis1.world_matrix.2 i}}
{{Axis1.world_matrix.4 i} {Axis1.world_matrix.5 i}
{Axis1.world_matrix.6 i}}
{{Axis1.world_matrix.8 i} {Axis1.world_matrix.9 i}
{Axis1.world_matrix.10 i}}
}
name ColorMatrix3
label "Inverse Cam rotation"
xpos 715
ypos -492
}
Add {
channels rgb
value {{Axis1.world_matrix.3 i} {Axis1.world_matrix.7 i}
{Axis1.world_matrix.11 i} {curve i}}
name Add3
label "World minus Camera pos"
xpos 715
ypos -441
}
set N525d9a0 [stack 0]
Output {
name Output1
xpos 715
ypos -346
}
Input {
inputs 0
name cam
xpos 498
ypos -684
number 1
}
Axis2 {
display off
selectable false
name Axis1
xpos 508
ypos -637
}
push $N525d9a0
Viewer {
frame 10
input_process false
name Viewer1
xpos 959
ypos -619
}
end_group
On 19 November 2012 19:45, Frank Rueter <fr...@beingfrank.info
<mailto:fr...@beingfrank.info>> wrote:
yes, that's how I can do it and probably will (happy to use your
setup in stead of reinventing the wheel).
I did send in a feature request to have a DeepToPosition node
though (though it should probably be a "DepthToPosition" node
seeing you don't need deep for this)
On 20/11/12 4:39 PM, Michael Garrett wrote:
If you're just trying to create a regular "flat" position pass,
can't you just flatten deep.front and then use a regular Nuke
Expression node plus the Camera matrix to convert that to
position? I can send you the setup if you need it.
I've gone over the expressions required to convert a deep opacity
file to deep position (position render as deep data) and as we
know, the DeepExpression node doesn't support some things yet.
On 19 November 2012 01:27, Patrick Heinen
<mailingli...@patrickheinen.com
<mailto:mailingli...@patrickheinen.com>> wrote:
Ok, i thought you wanted to use the DeepExpression node to
calculate those xyz coordinates, which as you say would be
possible, but not comfortable. Yes Deep is always camera
relative, that's the drawback with it. But as the
DeepToPoints node exists, you're right that it shouldn't be
to complicated to write a deep to point position node.
+1 for the feature request, maybe it makes it into the releas
*hope* ;)
cheers,
Patrick
----- Original Message -----
From: fr...@beingfrank.info <mailto:fr...@beingfrank.info>
To: nuke-users@support.thefoundry.co.uk
<mailto:nuke-users@support.thefoundry.co.uk>
Date: 19.11.2012 02:42:30
Subject: Re: [Nuke-users] deep position in DeepExpression?
> Hi Patrick,
>
> x and y only give you screen space positions, not world
positions.
> With the camera and depth available obviously this can be
converted to
> world position, but I'd really like to see a built in solution.
> Basically like the DeepToPoints but a DeepToPosition.
>
> The brute force way would be to render a full resolution
DeepToPoint
> through the ScanlineRender node and generate positon
vectors in it. But
> that is stupidly slow and really shouldn't be necessary.
>
> Will send in a feature request.
>
> Cheers,
> frank
>
> On 19/11/12 11:41 AM, Patrick Heinen wrote:
>> Hi Frank,
>>
>> you should be able to acces x and y with x and y. I was at
least able to produce a uv map, if that's the kind of
funcionality you're somehow looking for. However the Deep
Expression Node is not working exactly as the Expression
Node. This came up on the mailinglist and there is a feature
request logged for expanding the deep expression node to
match the functionality of the expression node #27372.
>> Tell me if you succeed in your attempt of creating a world
position pass, I would really be interested in that.
>>
>> cheers
>> Patrick
>> Am 18.11.2012 um 21:58 schrieb Frank Rueter:
>>
>>> Is it possible to get a pixel's position in a
DeepExrpression node? I am trying to create a world position
pass from the image and the associated camera.
>>>
>>> Cheers,
>>> frank
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