Re: [Nuke-users] Re: difference between uv project and project 3d
so its Normalized Cartesian coordiantes. Makes since since 0,0 should be the the scene origin right? (it is in real optics world) Randy S. Little http://www.rslittle.com On Sat, Mar 24, 2012 at 17:12, Ivan Busquets wrote: > Normalized Device Coordinates > > For prman, that's the viewing device (camera) frustum, normalized to a -1 to > 1 box. > > As Michael said, the NDC matrix is what you would use to project a point > into camera space, and then you'd use a camera-to-world matrix to get a > coordinate in world space. > > On Mar 24, 2012 5:02 PM, "Randy Little" wrote: >> >> what does ndc stand for (normal depth coord?) >> Randy S. Little >> http://www.rslittle.com >> >> >> >> >> On Sat, Mar 24, 2012 at 15:01, Michael Garrett >> wrote: >> > Right, from memory it's doing this: >> > - construct ndc coordinates for x and y >> > - use depth for position.z in camera space >> > - use the camera projection matrix to convert ndc x and y to camera >> > space >> > position x and y >> > - use camera transformation matrix to translate and rotate to position >> > in >> > world space. >> > >> > Michael >> > >> > >> > >> > On Mar 24, 2012, at 5:11 AM, ari Rubenstein wrote: >> > >> > Ivan, >> > If one doesn't alter camera clip planes and one understands inversion of >> > varying depth between maya, nuke and such... otherwise it's pretty >> > straightforward like Nathan's ? >> > >> > Ari >> > >> > Sent from my iPhone >> > >> > On Mar 23, 2012, at 8:44 PM, Michael Garrett >> > wrote: >> > >> > Totally agree it's made all the difference since the Shake days. Thanks >> > Ivan for contributing this (and all the other stuff!). >> > >> > Ari, I do have a gizmo version of a depth to Pworld conversion but it >> > assumes raw planar depth from camera. Though once you start factoring >> > in >> > near and far clipping planes, and different depth formats, it gets a bit >> > more complicated. Ivan may have something to say on this. >> > >> > Michael >> > >> > >> > >> > On 23 March 2012 03:16, ari Rubenstein wrote: >> >> >> >> Wow, much appreciated. >> >> >> >> >> >> Thinking back to how artists and studios in the film industry used to >> >> hold >> >> tight their techniques for leverage and advantage, it's great to see >> >> how >> >> much "this" comp community encourages and props up one another for >> >> creative >> >> advancement for all. >> >> >> >> Thanks again Ivan >> >> >> >> Ari >> >> >> >> >> >> Sent from my iPhone >> >> >> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets >> >> wrote: >> >> >> >> Hey Ari, >> >> >> >> Here's the plugin I mentioned before. >> >> >> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >> >> >> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but >> >> I've >> >> uploaded the source code as well, so someone else can compile it for >> >> Windows >> >> if needed >> >> >> >> Hope it proves useful. >> >> Cheers, >> >> Ivan >> >> >> >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >> >>> >> >>> thanks Frank for the clarification. >> >>> >> >>> thanks Ivan for digging that plugin up if ya can. i have a solution I >> >>> wrapped into a tool as well, but I'd love to see your approach as >> >>> well. >> >>> >> >>> >> >>> >> >>> , >> >> >>> >> 2) if you've imported an obj sequence with UV's already on (for an >> >>> >> animated, deformable piece of geo)... and your using a static >> >>> >> camera >> >>> >> (say >> >>> >> a single frame of your shot camera)... is there a way to do >> >>> >> something >> >>> >> akin >> >>> >> to Maya's "texture reference object" whereby the UV's are changed >> >>> >> based >> >>> >> on >> >>> >> this static camera, for all the subsequent frames of the obj >> >>> >> sequence >> >>> >> ? >> >>> > >> >>> > >> >>> > I've got a plugin that does exactly that. I'll see if I can share on >> >>> > Nukepedia soon. >> >>> > >> >>> > Cheers, >> >>> > Ivan >> >>> > >> >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >> >>> > >> >>> > wrote: >> >>> > >> >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left >> >>> >> of >> >>> >> the >> >>> >> camera frustum and1,1 in the upper right. >> >>> >> >> >>> >> 2 - been waiting for that feature a long time ;).It should be >> >>> >> logged >> >>> >> as >> >>> >> a >> >>> >> feature request but would certainly be good to report again to make >> >>> >> sure >> >>> >> (and to push it in priority) >> >>> >> >> >>> >> >> >>> >> >> >>> >> >> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >> >>> >> >> >>> >>> couple more questions: >> >>> >>> >> >>> >>> 1) if imported geo does not already have UV's, will UVproject >> >>> >>> create >> >>> >>> a >> >>> >>> new set or does it require them to...replace them ? >> >>> >>> >> >>> >>> 2) if you've imported an obj sequence with UV's already on (for >> >>> >>> an >> >>> >>> animated, deformable piece of geo)... and your using a static >> >>> >>> camera >> >>> >>> (say >> >>> >>> a single frame of your shot camera)... is there a way to do >> >>>
Re: [Nuke-users] Re: difference between uv project and project 3d
Normalized Device Coordinates For prman, that's the viewing device (camera) frustum, normalized to a -1 to 1 box. As Michael said, the NDC matrix is what you would use to project a point into camera space, and then you'd use a camera-to-world matrix to get a coordinate in world space. On Mar 24, 2012 5:02 PM, "Randy Little" wrote: > what does ndc stand for (normal depth coord?) > Randy S. Little > http://www.rslittle.com > > > > > On Sat, Mar 24, 2012 at 15:01, Michael Garrett > wrote: > > Right, from memory it's doing this: > > - construct ndc coordinates for x and y > > - use depth for position.z in camera space > > - use the camera projection matrix to convert ndc x and y to camera space > > position x and y > > - use camera transformation matrix to translate and rotate to position in > > world space. > > > > Michael > > > > > > > > On Mar 24, 2012, at 5:11 AM, ari Rubenstein wrote: > > > > Ivan, > > If one doesn't alter camera clip planes and one understands inversion of > > varying depth between maya, nuke and such... otherwise it's pretty > > straightforward like Nathan's ? > > > > Ari > > > > Sent from my iPhone > > > > On Mar 23, 2012, at 8:44 PM, Michael Garrett > wrote: > > > > Totally agree it's made all the difference since the Shake days. Thanks > > Ivan for contributing this (and all the other stuff!). > > > > Ari, I do have a gizmo version of a depth to Pworld conversion but it > > assumes raw planar depth from camera. Though once you start factoring in > > near and far clipping planes, and different depth formats, it gets a bit > > more complicated. Ivan may have something to say on this. > > > > Michael > > > > > > > > On 23 March 2012 03:16, ari Rubenstein wrote: > >> > >> Wow, much appreciated. > >> > >> > >> Thinking back to how artists and studios in the film industry used to > hold > >> tight their techniques for leverage and advantage, it's great to see how > >> much "this" comp community encourages and props up one another for > creative > >> advancement for all. > >> > >> Thanks again Ivan > >> > >> Ari > >> > >> > >> Sent from my iPhone > >> > >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets > wrote: > >> > >> Hey Ari, > >> > >> Here's the plugin I mentioned before. > >> > >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ > >> > >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but > I've > >> uploaded the source code as well, so someone else can compile it for > Windows > >> if needed > >> > >> Hope it proves useful. > >> Cheers, > >> Ivan > >> > >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: > >>> > >>> thanks Frank for the clarification. > >>> > >>> thanks Ivan for digging that plugin up if ya can. i have a solution I > >>> wrapped into a tool as well, but I'd love to see your approach as well. > >>> > >>> > >>> > >>> , >> > >>> >> 2) if you've imported an obj sequence with UV's already on (for an > >>> >> animated, deformable piece of geo)... and your using a static camera > >>> >> (say > >>> >> a single frame of your shot camera)... is there a way to do > something > >>> >> akin > >>> >> to Maya's "texture reference object" whereby the UV's are changed > >>> >> based > >>> >> on > >>> >> this static camera, for all the subsequent frames of the obj > sequence > >>> >> ? > >>> > > >>> > > >>> > I've got a plugin that does exactly that. I'll see if I can share on > >>> > Nukepedia soon. > >>> > > >>> > Cheers, > >>> > Ivan > >>> > > >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter > > >>> > wrote: > >>> > > >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left > of > >>> >> the > >>> >> camera frustum and1,1 in the upper right. > >>> >> > >>> >> 2 - been waiting for that feature a long time ;).It should be logged > >>> >> as > >>> >> a > >>> >> feature request but would certainly be good to report again to make > >>> >> sure > >>> >> (and to push it in priority) > >>> >> > >>> >> > >>> >> > >>> >> > >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: > >>> >> > >>> >>> couple more questions: > >>> >>> > >>> >>> 1) if imported geo does not already have UV's, will UVproject > create > >>> >>> a > >>> >>> new set or does it require them to...replace them ? > >>> >>> > >>> >>> 2) if you've imported an obj sequence with UV's already on (for an > >>> >>> animated, deformable piece of geo)... and your using a static > camera > >>> >>> (say > >>> >>> a single frame of your shot camera)... is there a way to do > something > >>> >>> akin > >>> >>> to Maya's "texture reference object" whereby the UV's are changed > >>> >>> based > >>> >>> on > >>> >>> this static camera, for all the subsequent frames of the obj > sequence > >>> >>> ? > >>> >>> > >>> >>> ..sorry if I'm too verbose...that was sort of a stream of > >>> >>> consciousness > >>> >>> question. Basically I'm asking if there is an easier way then my > >>> >>> current > >>> >>> method where I export an obj sequence with UV's, project3D on a > >>> >>> single > >>> >>
Re: [Nuke-users] Re: difference between uv project and project 3d
what does ndc stand for (normal depth coord?) Randy S. Little http://www.rslittle.com On Sat, Mar 24, 2012 at 15:01, Michael Garrett wrote: > Right, from memory it's doing this: > - construct ndc coordinates for x and y > - use depth for position.z in camera space > - use the camera projection matrix to convert ndc x and y to camera space > position x and y > - use camera transformation matrix to translate and rotate to position in > world space. > > Michael > > > > On Mar 24, 2012, at 5:11 AM, ari Rubenstein wrote: > > Ivan, > If one doesn't alter camera clip planes and one understands inversion of > varying depth between maya, nuke and such... otherwise it's pretty > straightforward like Nathan's ? > > Ari > > Sent from my iPhone > > On Mar 23, 2012, at 8:44 PM, Michael Garrett wrote: > > Totally agree it's made all the difference since the Shake days. Thanks > Ivan for contributing this (and all the other stuff!). > > Ari, I do have a gizmo version of a depth to Pworld conversion but it > assumes raw planar depth from camera. Though once you start factoring in > near and far clipping planes, and different depth formats, it gets a bit > more complicated. Ivan may have something to say on this. > > Michael > > > > On 23 March 2012 03:16, ari Rubenstein wrote: >> >> Wow, much appreciated. >> >> >> Thinking back to how artists and studios in the film industry used to hold >> tight their techniques for leverage and advantage, it's great to see how >> much "this" comp community encourages and props up one another for creative >> advancement for all. >> >> Thanks again Ivan >> >> Ari >> >> >> Sent from my iPhone >> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets wrote: >> >> Hey Ari, >> >> Here's the plugin I mentioned before. >> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've >> uploaded the source code as well, so someone else can compile it for Windows >> if needed >> >> Hope it proves useful. >> Cheers, >> Ivan >> >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >>> >>> thanks Frank for the clarification. >>> >>> thanks Ivan for digging that plugin up if ya can. i have a solution I >>> wrapped into a tool as well, but I'd love to see your approach as well. >>> >>> >>> >>> , >> >>> >> 2) if you've imported an obj sequence with UV's already on (for an >>> >> animated, deformable piece of geo)... and your using a static camera >>> >> (say >>> >> a single frame of your shot camera)... is there a way to do something >>> >> akin >>> >> to Maya's "texture reference object" whereby the UV's are changed >>> >> based >>> >> on >>> >> this static camera, for all the subsequent frames of the obj sequence >>> >> ? >>> > >>> > >>> > I've got a plugin that does exactly that. I'll see if I can share on >>> > Nukepedia soon. >>> > >>> > Cheers, >>> > Ivan >>> > >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >>> > wrote: >>> > >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of >>> >> the >>> >> camera frustum and1,1 in the upper right. >>> >> >>> >> 2 - been waiting for that feature a long time ;).It should be logged >>> >> as >>> >> a >>> >> feature request but would certainly be good to report again to make >>> >> sure >>> >> (and to push it in priority) >>> >> >>> >> >>> >> >>> >> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >>> >> >>> >>> couple more questions: >>> >>> >>> >>> 1) if imported geo does not already have UV's, will UVproject create >>> >>> a >>> >>> new set or does it require them to...replace them ? >>> >>> >>> >>> 2) if you've imported an obj sequence with UV's already on (for an >>> >>> animated, deformable piece of geo)... and your using a static camera >>> >>> (say >>> >>> a single frame of your shot camera)... is there a way to do something >>> >>> akin >>> >>> to Maya's "texture reference object" whereby the UV's are changed >>> >>> based >>> >>> on >>> >>> this static camera, for all the subsequent frames of the obj sequence >>> >>> ? >>> >>> >>> >>> ..sorry if I'm too verbose...that was sort of a stream of >>> >>> consciousness >>> >>> question. Basically I'm asking if there is an easier way then my >>> >>> current >>> >>> method where I export an obj sequence with UV's, project3D on a >>> >>> single >>> >>> frame, render with scanline to unwrapped UV, then input that into the >>> >>> full >>> >>> obj sequence to get my "paint" to stick throughout. >>> >>> >>> >>> oy, sorry again. >>> >>> >>> >>> Ari >>> >>> Blue Sky >>> >>> >>> >>> >>> >>> >>> >>> ivanbusquets wrote: >>> >>> > You can think of UVProject as a "baked" or "sticky" projection. >>> > >>> > The main difference is how they'll behave if you transform/deform >>> > your >>> > geometry AFTER your projection. >>> > >>> > UVProject "bakes" the UV values into each vertex, so if you >>> > transform >>> > those vertices later on, they'll still pull the textures f
Re: [Nuke-users] Re: difference between uv project and project 3d
Right, from memory it's doing this: - construct ndc coordinates for x and y - use depth for position.z in camera space - use the camera projection matrix to convert ndc x and y to camera space position x and y - use camera transformation matrix to translate and rotate to position in world space. Michael On Mar 24, 2012, at 5:11 AM, ari Rubenstein wrote: > Ivan, > If one doesn't alter camera clip planes and one understands inversion of > varying depth between maya, nuke and such... otherwise it's pretty > straightforward like Nathan's ? > > Ari > > Sent from my iPhone > > On Mar 23, 2012, at 8:44 PM, Michael Garrett wrote: > >> Totally agree it's made all the difference since the Shake days. Thanks >> Ivan for contributing this (and all the other stuff!). >> >> Ari, I do have a gizmo version of a depth to Pworld conversion but it >> assumes raw planar depth from camera. Though once you start factoring in >> near and far clipping planes, and different depth formats, it gets a bit >> more complicated. Ivan may have something to say on this. >> >> Michael >> >> >> >> On 23 March 2012 03:16, ari Rubenstein wrote: >> Wow, much appreciated. >> >> >> Thinking back to how artists and studios in the film industry used to hold >> tight their techniques for leverage and advantage, it's great to see how >> much "this" comp community encourages and props up one another for creative >> advancement for all. >> >> Thanks again Ivan >> >> Ari >> >> >> Sent from my iPhone >> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets wrote: >> >>> Hey Ari, >>> >>> Here's the plugin I mentioned before. >>> >>> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >>> >>> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've >>> uploaded the source code as well, so someone else can compile it for >>> Windows if needed >>> >>> Hope it proves useful. >>> Cheers, >>> Ivan >>> >>> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >>> thanks Frank for the clarification. >>> >>> thanks Ivan for digging that plugin up if ya can. i have a solution I >>> wrapped into a tool as well, but I'd love to see your approach as well. >>> >>> >>> >>> , >> >>> >> 2) if you've imported an obj sequence with UV's already on (for an >>> >> animated, deformable piece of geo)... and your using a static camera >>> >> (say >>> >> a single frame of your shot camera)... is there a way to do something >>> >> akin >>> >> to Maya's "texture reference object" whereby the UV's are changed based >>> >> on >>> >> this static camera, for all the subsequent frames of the obj sequence ? >>> > >>> > >>> > I've got a plugin that does exactly that. I'll see if I can share on >>> > Nukepedia soon. >>> > >>> > Cheers, >>> > Ivan >>> > >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >>> > wrote: >>> > >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of >>> >> the >>> >> camera frustum and1,1 in the upper right. >>> >> >>> >> 2 - been waiting for that feature a long time ;).It should be logged as >>> >> a >>> >> feature request but would certainly be good to report again to make sure >>> >> (and to push it in priority) >>> >> >>> >> >>> >> >>> >> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >>> >> >>> >>> couple more questions: >>> >>> >>> >>> 1) if imported geo does not already have UV's, will UVproject create a >>> >>> new set or does it require them to...replace them ? >>> >>> >>> >>> 2) if you've imported an obj sequence with UV's already on (for an >>> >>> animated, deformable piece of geo)... and your using a static camera >>> >>> (say >>> >>> a single frame of your shot camera)... is there a way to do something >>> >>> akin >>> >>> to Maya's "texture reference object" whereby the UV's are changed based >>> >>> on >>> >>> this static camera, for all the subsequent frames of the obj sequence ? >>> >>> >>> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness >>> >>> question. Basically I'm asking if there is an easier way then my >>> >>> current >>> >>> method where I export an obj sequence with UV's, project3D on a single >>> >>> frame, render with scanline to unwrapped UV, then input that into the >>> >>> full >>> >>> obj sequence to get my "paint" to stick throughout. >>> >>> >>> >>> oy, sorry again. >>> >>> >>> >>> Ari >>> >>> Blue Sky >>> >>> >>> >>> >>> >>> >>> >>> ivanbusquets wrote: >>> >>> > You can think of UVProject as a "baked" or "sticky" projection. >>> > >>> > The main difference is how they'll behave if you transform/deform >>> > your >>> > geometry AFTER your projection. >>> > >>> > UVProject "bakes" the UV values into each vertex, so if you transform >>> > those vertices later on, they'll still pull the textures from the >>> > same >>> > coordinate. >>> > >>> > The other difference between UVProject and Project3D is how they >>> > behave >>> > when the aspect ratio of the
Re: [Nuke-users] Re: difference between uv project and project 3d
Sorry, that depth conversion question was for Michael, not Ivan... wrote too fast. Ari Sent from my iPhone On Mar 23, 2012, at 8:44 PM, Michael Garrett wrote: > Totally agree it's made all the difference since the Shake days. Thanks Ivan > for contributing this (and all the other stuff!). > > Ari, I do have a gizmo version of a depth to Pworld conversion but it assumes > raw planar depth from camera. Though once you start factoring in near and > far clipping planes, and different depth formats, it gets a bit more > complicated. Ivan may have something to say on this. > > Michael > > > > On 23 March 2012 03:16, ari Rubenstein wrote: > Wow, much appreciated. > > > Thinking back to how artists and studios in the film industry used to hold > tight their techniques for leverage and advantage, it's great to see how much > "this" comp community encourages and props up one another for creative > advancement for all. > > Thanks again Ivan > > Ari > > > Sent from my iPhone > > On Mar 23, 2012, at 3:16 AM, Ivan Busquets wrote: > >> Hey Ari, >> >> Here's the plugin I mentioned before. >> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've >> uploaded the source code as well, so someone else can compile it for Windows >> if needed >> >> Hope it proves useful. >> Cheers, >> Ivan >> >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >> thanks Frank for the clarification. >> >> thanks Ivan for digging that plugin up if ya can. i have a solution I >> wrapped into a tool as well, but I'd love to see your approach as well. >> >> >> >> , >> >> >> 2) if you've imported an obj sequence with UV's already on (for an >> >> animated, deformable piece of geo)... and your using a static camera >> >> (say >> >> a single frame of your shot camera)... is there a way to do something >> >> akin >> >> to Maya's "texture reference object" whereby the UV's are changed based >> >> on >> >> this static camera, for all the subsequent frames of the obj sequence ? >> > >> > >> > I've got a plugin that does exactly that. I'll see if I can share on >> > Nukepedia soon. >> > >> > Cheers, >> > Ivan >> > >> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >> > wrote: >> > >> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of >> >> the >> >> camera frustum and1,1 in the upper right. >> >> >> >> 2 - been waiting for that feature a long time ;).It should be logged as >> >> a >> >> feature request but would certainly be good to report again to make sure >> >> (and to push it in priority) >> >> >> >> >> >> >> >> >> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >> >> >> >>> couple more questions: >> >>> >> >>> 1) if imported geo does not already have UV's, will UVproject create a >> >>> new set or does it require them to...replace them ? >> >>> >> >>> 2) if you've imported an obj sequence with UV's already on (for an >> >>> animated, deformable piece of geo)... and your using a static camera >> >>> (say >> >>> a single frame of your shot camera)... is there a way to do something >> >>> akin >> >>> to Maya's "texture reference object" whereby the UV's are changed based >> >>> on >> >>> this static camera, for all the subsequent frames of the obj sequence ? >> >>> >> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness >> >>> question. Basically I'm asking if there is an easier way then my >> >>> current >> >>> method where I export an obj sequence with UV's, project3D on a single >> >>> frame, render with scanline to unwrapped UV, then input that into the >> >>> full >> >>> obj sequence to get my "paint" to stick throughout. >> >>> >> >>> oy, sorry again. >> >>> >> >>> Ari >> >>> Blue Sky >> >>> >> >>> >> >>> >> >>> ivanbusquets wrote: >> >> > You can think of UVProject as a "baked" or "sticky" projection. >> > >> > The main difference is how they'll behave if you transform/deform >> > your >> > geometry AFTER your projection. >> > >> > UVProject "bakes" the UV values into each vertex, so if you transform >> > those vertices later on, they'll still pull the textures from the >> > same >> > coordinate. >> > >> > The other difference between UVProject and Project3D is how they >> > behave >> > when the aspect ratio of the camera window is different than the >> > aspect >> > ratio of the projected image. >> > With UVProject, projection is defined by both the horizontal and >> > vertical aperture. Project3D only takes the horizontal aperture, and >> > preserves the aspect ratio of whatever image you're projecting. >> > >> > >> > Hope that makes sense. >> > >> > Cheers, >> > Ivan >> > >> > >> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper wrote: >> > >> > hey Nukers, may be a very basic question, but i >> > wanted >> >> to know >> >>
Re: [Nuke-users] Re: difference between uv project and project 3d
Ivan, If one doesn't alter camera clip planes and one understands inversion of varying depth between maya, nuke and such... otherwise it's pretty straightforward like Nathan's ? Ari Sent from my iPhone On Mar 23, 2012, at 8:44 PM, Michael Garrett wrote: > Totally agree it's made all the difference since the Shake days. Thanks Ivan > for contributing this (and all the other stuff!). > > Ari, I do have a gizmo version of a depth to Pworld conversion but it assumes > raw planar depth from camera. Though once you start factoring in near and > far clipping planes, and different depth formats, it gets a bit more > complicated. Ivan may have something to say on this. > > Michael > > > > On 23 March 2012 03:16, ari Rubenstein wrote: > Wow, much appreciated. > > > Thinking back to how artists and studios in the film industry used to hold > tight their techniques for leverage and advantage, it's great to see how much > "this" comp community encourages and props up one another for creative > advancement for all. > > Thanks again Ivan > > Ari > > > Sent from my iPhone > > On Mar 23, 2012, at 3:16 AM, Ivan Busquets wrote: > >> Hey Ari, >> >> Here's the plugin I mentioned before. >> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've >> uploaded the source code as well, so someone else can compile it for Windows >> if needed >> >> Hope it proves useful. >> Cheers, >> Ivan >> >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >> thanks Frank for the clarification. >> >> thanks Ivan for digging that plugin up if ya can. i have a solution I >> wrapped into a tool as well, but I'd love to see your approach as well. >> >> >> >> , >> >> >> 2) if you've imported an obj sequence with UV's already on (for an >> >> animated, deformable piece of geo)... and your using a static camera >> >> (say >> >> a single frame of your shot camera)... is there a way to do something >> >> akin >> >> to Maya's "texture reference object" whereby the UV's are changed based >> >> on >> >> this static camera, for all the subsequent frames of the obj sequence ? >> > >> > >> > I've got a plugin that does exactly that. I'll see if I can share on >> > Nukepedia soon. >> > >> > Cheers, >> > Ivan >> > >> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >> > wrote: >> > >> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of >> >> the >> >> camera frustum and1,1 in the upper right. >> >> >> >> 2 - been waiting for that feature a long time ;).It should be logged as >> >> a >> >> feature request but would certainly be good to report again to make sure >> >> (and to push it in priority) >> >> >> >> >> >> >> >> >> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >> >> >> >>> couple more questions: >> >>> >> >>> 1) if imported geo does not already have UV's, will UVproject create a >> >>> new set or does it require them to...replace them ? >> >>> >> >>> 2) if you've imported an obj sequence with UV's already on (for an >> >>> animated, deformable piece of geo)... and your using a static camera >> >>> (say >> >>> a single frame of your shot camera)... is there a way to do something >> >>> akin >> >>> to Maya's "texture reference object" whereby the UV's are changed based >> >>> on >> >>> this static camera, for all the subsequent frames of the obj sequence ? >> >>> >> >>> ..sorry if I'm too verbose...that was sort of a stream of consciousness >> >>> question. Basically I'm asking if there is an easier way then my >> >>> current >> >>> method where I export an obj sequence with UV's, project3D on a single >> >>> frame, render with scanline to unwrapped UV, then input that into the >> >>> full >> >>> obj sequence to get my "paint" to stick throughout. >> >>> >> >>> oy, sorry again. >> >>> >> >>> Ari >> >>> Blue Sky >> >>> >> >>> >> >>> >> >>> ivanbusquets wrote: >> >> > You can think of UVProject as a "baked" or "sticky" projection. >> > >> > The main difference is how they'll behave if you transform/deform >> > your >> > geometry AFTER your projection. >> > >> > UVProject "bakes" the UV values into each vertex, so if you transform >> > those vertices later on, they'll still pull the textures from the >> > same >> > coordinate. >> > >> > The other difference between UVProject and Project3D is how they >> > behave >> > when the aspect ratio of the camera window is different than the >> > aspect >> > ratio of the projected image. >> > With UVProject, projection is defined by both the horizontal and >> > vertical aperture. Project3D only takes the horizontal aperture, and >> > preserves the aspect ratio of whatever image you're projecting. >> > >> > >> > Hope that makes sense. >> > >> > Cheers, >> > Ivan >> > >> > >> > On Tue, Mar 20, 2012 at 4:50 PM, coolchipper wrote: >> > >> >
Re: [Nuke-users] Re: difference between uv project and project 3d
Thanks guys, I also think we have a great community, and it's a pleasure to share when possible, as much as it is to learn from everyone who participates. @Thorsten: thanks for the Windows compile. I'll upload it to Nukepedia as well. Cheers, Ivan On Fri, Mar 23, 2012 at 5:44 PM, Michael Garrett wrote: > Totally agree it's made all the difference since the Shake days. Thanks > Ivan for contributing this (and all the other stuff!). > > Ari, I do have a gizmo version of a depth to Pworld conversion but it > assumes raw planar depth from camera. Though once you start factoring in > near and far clipping planes, and different depth formats, it gets a bit > more complicated. Ivan may have something to say on this. > > Michael > > > > > On 23 March 2012 03:16, ari Rubenstein wrote: > >> Wow, much appreciated. >> >> >> Thinking back to how artists and studios in the film industry used to >> hold tight their techniques for leverage and advantage, it's great to see >> how much "this" comp community encourages and props up one another for >> creative advancement for all. >> >> Thanks again Ivan >> >> Ari >> >> >> Sent from my iPhone >> >> On Mar 23, 2012, at 3:16 AM, Ivan Busquets >> wrote: >> >> Hey Ari, >> >> Here's the plugin I mentioned before. >> >> http://www.nukepedia.com/gizmos/plugins/3d/stickyproject/ >> >> There's only compiled versions for Nuke 6.3 (MacOS and Linux64), but I've >> uploaded the source code as well, so someone else can compile it for >> Windows if needed >> >> Hope it proves useful. >> Cheers, >> Ivan >> >> On Wed, Mar 21, 2012 at 2:55 PM, wrote: >> >>> thanks Frank for the clarification. >>> >>> thanks Ivan for digging that plugin up if ya can. i have a solution I >>> wrapped into a tool as well, but I'd love to see your approach as well. >>> >>> >>> >>> , >> >>> >> 2) if you've imported an obj sequence with UV's already on (for an >>> >> animated, deformable piece of geo)... and your using a static camera >>> >> (say >>> >> a single frame of your shot camera)... is there a way to do something >>> >> akin >>> >> to Maya's "texture reference object" whereby the UV's are changed >>> based >>> >> on >>> >> this static camera, for all the subsequent frames of the obj sequence >>> ? >>> > >>> > >>> > I've got a plugin that does exactly that. I'll see if I can share on >>> > Nukepedia soon. >>> > >>> > Cheers, >>> > Ivan >>> > >>> > On Wed, Mar 21, 2012 at 2:31 PM, Frank Rueter >>> > wrote: >>> > >>> >> 1 - UVProject creates UVs from scratch, with 0,0 in the lower left of >>> >> the >>> >> camera frustum and1,1 in the upper right. >>> >> >>> >> 2 - been waiting for that feature a long time ;).It should be logged >>> as >>> >> a >>> >> feature request but would certainly be good to report again to make >>> sure >>> >> (and to push it in priority) >>> >> >>> >> >>> >> >>> >> >>> >> On 3/22/12 8:28 AM, a...@curvstudios.com wrote: >>> >> >>> >>> couple more questions: >>> >>> >>> >>> 1) if imported geo does not already have UV's, will UVproject >>> create a >>> >>> new set or does it require them to...replace them ? >>> >>> >>> >>> 2) if you've imported an obj sequence with UV's already on (for an >>> >>> animated, deformable piece of geo)... and your using a static camera >>> >>> (say >>> >>> a single frame of your shot camera)... is there a way to do something >>> >>> akin >>> >>> to Maya's "texture reference object" whereby the UV's are changed >>> based >>> >>> on >>> >>> this static camera, for all the subsequent frames of the obj >>> sequence ? >>> >>> >>> >>> ..sorry if I'm too verbose...that was sort of a stream of >>> consciousness >>> >>> question. Basically I'm asking if there is an easier way then my >>> >>> current >>> >>> method where I export an obj sequence with UV's, project3D on a >>> single >>> >>> frame, render with scanline to unwrapped UV, then input that into the >>> >>> full >>> >>> obj sequence to get my "paint" to stick throughout. >>> >>> >>> >>> oy, sorry again. >>> >>> >>> >>> Ari >>> >>> Blue Sky >>> >>> >>> >>> >>> >>> >>> >>> ivanbusquets wrote: >>> >>> > You can think of UVProject as a "baked" or "sticky" projection. >>> > >>> > The main difference is how they'll behave if you transform/deform >>> > your >>> > geometry AFTER your projection. >>> > >>> > UVProject "bakes" the UV values into each vertex, so if you >>> transform >>> > those vertices later on, they'll still pull the textures from the >>> > same >>> > coordinate. >>> > >>> > The other difference between UVProject and Project3D is how they >>> > behave >>> > when the aspect ratio of the camera window is different than the >>> > aspect >>> > ratio of the projected image. >>> > With UVProject, projection is defined by both the horizontal and >>> > vertical aperture. Project3D only takes the horizontal aperture, >>> and >>> > preserves the aspect ratio of whatever image you're projecting. >>> > >>> > >>>