Hey Michael, a bug I know of in combination with the DeepToPoints is that if the bounding box is not equal to the format, that can cause weird behaviour, similar to the stretching you mention. That the near clipping plane changes the position in 3d space seems to actually be no bug, but a normal behaviour. The clipping planes influence the camera projection matrix, and thus it is normal getting different result for the DeepToPoints, as it multiplies your Vector with the inverse of the projection matrix to get the position in world space.
So export your camera from your 3d application or use the information rendered to the metadata to build your cam and don't change the settings of it. Hope that helps, if you need it more detailed I can explain it further tomorrow. I'm actually using vrst files aswell ;) cheers Patrick Am 11.02.2013 um 20:07 schrieb Michael Garrett: > Hey, > > I've found on Nuke 6.3v8 on Windows that the near clipping plane of a Camera > plugged into DeepToPoints will affect how the point cloud is cast. The depth > of samples gets thrown off, ie, they go non-linear and stretch out, when the > near clipping plane is reduced, as if you've done a gamma curve on the deep > data. > > I want to try this in 6.3v9 and 7.x as soon as I can, to see if it's a bug > that's been fixed. We're using .vrst files in this case, not that it should > make any difference. > > Typically I just re-checked the scene and it's working fine now... > > Has anyone else experienced this? > > Thanks, > Michael > _______________________________________________ > 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