I forgot to add that in this scenario I would do a deep recolour with the
UV remapped image onto the deep opacity it was extracted from, and then I
get the transparency/AA back.

On 17 February 2016 at 19:20, Michael Garrett <[email protected]> wrote:

> Thanks for bringing up deep UV maps again Frank. I am so looking forward
> to being able to do true deep camera projection with just a deep opacity
> image and Nuke camera as the input!
>
> I know some places have the tools, but as a workaround with some of the
> benefits, I've deep unpremulted the opacity out, flattened it then used a
> regular STMap node. This saves the need for an unfiltered data pass. Then I
> added the motion blur back in with VectorBlur, using the flattened deep
> opacity as my Zdepth source.
>
>
>
> On 17 February 2016 at 18:36, Frank Rueter|OHUfx <[email protected]> wrote:
>
>> which isn't always possible. Think about a rotating head where the nose
>> occludes parts of the cheeks etc.
>> With the "flat" STMap you get nasty edges in those areas whereas a
>> DeepSTMap could solve that (with the right image data coming in).
>>
>>
>> On 18/02/16 12:34 pm, Ryan O'Phelan wrote:
>>
>> Wow, that would be a great solution. I suppose the alternative is to do
>> each object UV separately and then comp them after the STmap.
>>
>> R
>>
>> On Wed, Feb 17, 2016 at 6:24 PM, Frank Rueter|OHUfx <[email protected]>
>> wrote:
>>
>>> Slightly OT but somewhat related (especially to Ryan's post):
>>> This is why a DeepUVMap node would be great. With that you can render
>>> deep ST maps from whatever software and have high quality STMap workflow in
>>> Nuke without any aliasing in areas where geo overlaps itself.
>>>
>>>
>>>
>>> On 18/02/16 12:15 pm, Ryan O'Phelan wrote:
>>>
>>> Maybe there's anti-aliasing on the edges? If we use UV maps, we make
>>> sure there is no filter when rendered, or you will get junk on the edges.
>>>
>>> On Wed, Feb 17, 2016 at 5:52 PM, Daniel Stein <
>>> <[email protected]>[email protected]> wrote:
>>>
>>>> What image format are you using? Mocha Pro will output 32-bit float
>>>> distortion maps as long as you write to a format that supports it. I know
>>>> Mocha supports tif/dpx for sure which would both work, I'd choose exr if it
>>>> was available but haven't used Mocha in quite a while.
>>>>
>>>> The loss of precision at 16-bit may not seem like a big deal but it
>>>> nearly always causes artifacts.
>>>>
>>>> Ripped straight from Imagineer systems documentation:
>>>>
>>>> Distortion maps must be 32 bit floats, so TIF or DPX will be the best
>>>>> options
>>>>>
>>>>
>>>> On 17 February 2016 at 16:40, Nick Guth < <[email protected]>
>>>> [email protected]> wrote:
>>>>
>>>>> I've tried centering inside of mocha using it's 'calibrate center'
>>>>> method, but it didn't seem to affect the image. Offsetting in nuke does
>>>>> make it a tiny bit smoother, but I think that's because the image is being
>>>>> filtered by the transform. Hmm.
>>>>>
>>>>> On Wed, Feb 17, 2016 at 1:19 PM, Elias Ericsson Rydberg <
>>>>> <[email protected]>[email protected]>
>>>>> wrote:
>>>>>
>>>>>> 16-bit does have a few bits less of precision (pun intended), but I
>>>>>> wouldn't think it would cause aliasing. I haven't used mocha extensively,
>>>>>> so I can only guess. It's not one of those cases where you have offset X
>>>>>> and Y by 0.5 pixels or something?
>>>>>> Den 17 feb 2016 8:49 em skrev "Nick Guth" < <[email protected]>
>>>>>> [email protected]>:
>>>>>>
>>>>>>> Mocha seems to kick out 16bit distortion maps and I don't see any
>>>>>>> options to up that 32bit. When I'm using the maps in nuke I get really 
>>>>>>> hard
>>>>>>> aliased edges. Blurring the map 3 pixels seems to help a little.
>>>>>>>
>>>>>>> Anyone have luck with smooth transitions from mocha distortion maps?
>>>>>>>
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>>>>>>
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>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Nick Guth
>>>>> motion . composite . design
>>>>> www.nickguth.com
>>>>>
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>>>>
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>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
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