1/z would make sense to me as it would fit an arbitrariily deep map in a 0-1 
space. Any point in the pass would be easily visualised with nukes viewer 
tools, exposure mainly ofc. Although I'm a fan of having absolute values, 1/z 
has it's benefits.

Cheers,
Elias

5 dec 2013 kl. 00:49 skrev Deke Kincaid <d...@thefoundry.co.uk>:

> yup, your right, long day, brain not working.  I converted my normalized pass 
> wrong, so it was giving me the inverse which appeared right. :)
> 
> --
> Deke Kincaid
> Creative Specialist
> The Foundry
> Skype: dekekincaid
> Tel: (310) 399 4555 - Mobile: (310) 883 4313
> Web: www.thefoundry.co.uk
> Email: d...@thefoundry.co.uk  
> 
> 
> On Wed, Dec 4, 2013 at 6:31 PM, Ivan Busquets <ivanbusqu...@gmail.com> wrote:
>> Not sure if I follow, or what combination you used in your test, but the 
>> standard depth output of ScanlineRender (1/z) is what DepthToPoints wants as 
>> an input by default.
>> 
>> 
>> set cut_paste_input [stack 0]
>> version 7.0 v8
>> push $cut_paste_input
>> Camera2 {
>>  name Camera1
>>  selected true
>>  xpos 1009
>>  ypos -63
>> }
>> set N73f6770 [stack 0]
>> push $N73f6770
>> CheckerBoard2 {
>>  inputs 0
>>  name CheckerBoard1
>>  selected true
>>  xpos 832
>>  ypos -236
>> }
>> Sphere {
>>  translate {0 0 -6.449999809}
>>  name Sphere1
>>  selected true
>>  xpos 832
>>  ypos -131
>> }
>> push 0
>> ScanlineRender {
>>  inputs 3
>>  shutteroffset centred
>>  motion_vectors_type distance
>>  name ScanlineRender1
>>  selected true
>>  xpos 830
>>  ypos -43
>> }
>> DepthToPoints {
>>  inputs 2
>>  name DepthToPoints1
>>  selected true
>>  xpos 830
>>  ypos 91
>>  depth depth.Z
>>  N_channel none
>> }
>> 
>> 
>> 
>> 
>> 
>> On Wed, Dec 4, 2013 at 3:11 PM, Deke Kincaid <d...@thefoundry.co.uk> wrote:
>>> Actually I think we are both wrong.  I was just playing with a camera from 
>>> the 3d scene with depth and it needs to be distance to match.  1/z gives 
>>> you the reversed coming out of a little window look.
>>> 
>>> -deke
>>> 
>>> 
>>> On Wednesday, December 4, 2013, Ivan Busquets wrote:
>>>> I don't think that's right, Deke.
>>>> 
>>>> DepthToPoints expects 1/z by default, not a normalized input.
>>>> Same as the output from ScanlineRender.
>>>> 
>>>> The tootip of the "invert depth" knob states that as well:
>>>> 
>>>> "Invert the depth before processing. Useful if the depth is z instead of 
>>>> the expected 1/z"
>>>> 
>>>> 
>>>> 
>>>> On Wed, Dec 4, 2013 at 2:45 PM, Deke Kincaid <d...@thefoundry.co.uk> wrote:
>>>> 1 is near though there is an invert depth option in depth to points.  
>>>> 
>>>> >>Am I wrong?
>>>> 
>>>> Nuke is 32 bit floating point so it shouldn't matter that much as long as 
>>>> the original image was a float.   Precision would only matter if you were 
>>>> working in a 8/16 bit int box. 
>>>> 
>>>> -deke
>>>> 
>>>> On Wednesday, December 4, 2013, Ron Ganbar wrote:
>>>> 0 is near?
>>>> 
>>>> Normalised values aren't precise, though. They're very subjective to what 
>>>> was decided in the render. It won't create a very precise point cloud.
>>>> Am I wrong?
>>>> 
>>>> 
>>>> 
>>>> Ron Ganbar
>>>> email: ron...@gmail.com
>>>> tel: +44 (0)7968 007 309 [UK]
>>>>      +972 (0)54 255 9765 [Israel]
>>>> url: http://ronganbar.wordpress.com/
>>>> 
>>>> 
>>>> On Wed, Dec 4, 2013 at 11:51 PM, Deke Kincaid <d...@thefoundry.co.uk> 
>>>> wrote:
>>>> It's just looking for 0-1.  You can do it with an expression node.... or 
>>>> Jack has a handy J_Maths node in J_Ops which converts depth maps between 
>>>> types really easily.
>>>> 
>>>> -deke
>>>> 
>>>> 
>>>> On Wednesday, December 4, 2013, Ron Ganbar wrote:
>>>> Hi all,
>>>> for DepthToPoints to work, what kind of depth do I need to feed into it? 
>>>> 1/distance? distance? normalised?
>>>> And how do I convert what comes out of Maya's built in Mental Ray so it 
>>>> will work?
>>>> 
>>>> Thanks!
>>>> Ron Ganbar
>>>> email: ron...@gmail.com
>>>> tel: +44 (0)7968 007 309 [UK]
>>>>      +972 (0)54 255 9765 [Israel]
>>>> url: http://ronganbar.wordpress.com/
>>>> 
>>>> 
>>>> -- 
>>>> --
>>>> Deke Kincaid
>>>> Creative Specialist
>>>> The Foundry
>>>> Skype: dekekincaid
>>>> Tel: (310) 399 4555 - Mobile: (310) 883 4313
>>>> Web: www.thefoundry.co.uk
>>>> Email: d...@thefoundry.co.uk  
>>>> 
>>>> 
>>>> _______________________________________________
>>>> Nuke-users mailing list
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>>>> 
>>>> 
>>>> 
>>>> -- 
>>>> --
>>>> Deke Kincaid
>>>> Creative Specialist
>>>> The Foundry
>>>> Skype: dekekincaid
>>>> Tel: 
>>> 
>>> 
>>> 
>>> -- 
>>> --
>>> Deke Kincaid
>>> Creative Specialist
>>> The Foundry
>>> Skype: dekekincaid
>>> Tel: (310) 399 4555 - Mobile: (310) 883 4313
>>> Web: www.thefoundry.co.uk
>>> Email: d...@thefoundry.co.uk  
>>> 
>>> 
>>> _______________________________________________
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