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
>
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