How about forgetting the deep data approach , and instead doing a Zintersect 
and feeding that into Nathan's old PixelGeo tool to generate just the geo from 
the intersection... then use that as the particle emitter?

Although the PixelGeo tool hasn't been updated for recent Nuke... but it would 
be great if NFX plugins got an update ... any news of such I might have missed 
... anyone?

Ari
Blue Sky

Sent from my iPhone

On Nov 24, 2012, at 9:29 PM, Frank Rueter <fr...@beingfrank.info> wrote:

> Hi everybody,
> 
> I'm messing around with deep data to see if I can produce a point cloud of an 
> object where it intersects the ground plane.
> In my test setup, I offset the ground plane a little bit to be closer to 
> camera, then hold out the cylinder with it (leaving only the bits above the 
> offset ground). I then hold out the original cylinder with the previous 
> result to only get the bits underneath the offset ground.
> Lastly I hold out the result with a second version of the ground plane which 
> is offset in the opposite direction, effectively sandwiching the cylinder in 
> a user defined thickness of the ground.
> 
> The problem I'm currently seeing is that the last hold out still lets deep 
> samples of the cylinder through even though it should be fully covered by the 
> ground. I have sent a support mail for this (not sure if it's me or Nuke).
> 
> Aaaaanyway, I'm wondering if people have done something similar and found a 
> more elegant solution for this?
> I'd also be happy to get an intersection map for the ground plane.
> 
> The general idea is to spawn particles from where one object intersects 
> another, be it from a point cloud or a textured ground.
> 
> Any thoughts?
> 
> Cheers,
> frank
> <DeepTest.nk>
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