Thanks for checking in! It occurred to me that if you had a bunch of overlapping hard surfaces that were possibly interesecting a little bit (feathers?) then the extra deep samples are probably necessary. But if you've got more of a deep holdout scenario where you have big gaps between overlapping objects then the extra samples are probably unnecessary.
Re: the hider, we've checked it out but aren't currently getting the result we expected. Lewis suggested dropping the opacity by a very tiny amount in conjunction. > Also numerically wise, different intersection values make sense, specially on primitives not facing camera. Tuning > their number down seems like good optimization though. Doesn't lossy compression setting effectively do it? Do you mean the extra samples at glancing angles? I guess as you say if you wanted to intersect something with those deep samples as there is a larger z-offset between them by nature of angle pointing away from camera. But for hard surfaces with no intersections, it seems wasteful. Re: compression methods, the factors appear to be: - the z-bias setting (merge samples within a unit threshold) - the subpixel samples, meaning, 3x3 creates a longer list of deep samples per pixel than 2x2 - the deep compression which seems to be a global control for how many samples to do. Cheers, Michael On 24 April 2013 17:58, symek <nuke-users-re...@thefoundry.co.uk> wrote: > ** > Interesting conversation! > I always assumed those extra samples on solid surface help in deep > compositing, specially near glazing angles where you really need the two z > depth values per plate to make nice z-depth composite with other plates. > Also numerically wise, different intersection values make sense, specially > on primitives not facing camera. Tuning their number down seems like good > optimization though. Doesn't lossy compression setting effectively do it? > > [quote="Michael Garrett" > > The other thing I want to do is render a deep image without dropping > hidden samples...that seems necessary to do a successful pgBokeh DOF > blur with deep images. We're still working on how to turn the "hider" > > off in Mantra and get the output we need. > > [/quote] > > Appropriate option, Enable Hiding is on Render Tab of Mantra ROP: > http://www.sidefx.com/docs/houdini12.5/nodes/out/ifd#id440414 > > _______________________________________________ > 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 >
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