Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Ron Ganbar
Thanks for this, Colin.



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 Thu, Dec 5, 2013 at 4:28 PM, Colin Doncaster
wrote:

> I believe the VRay Z depth render element lets the user specify what depth
> is black (near) and what depth is white (far) - so I’m guessing you’ll have
> to chat with your CG department to find out what they’re delivering.
>
> On Dec 5, 2013, at 7:50 AM, Ron Ganbar  wrote:
>
> Thanks Elias,
> 1/z is what the inverse depth button does. It doesn't solve the problem
> either.
> If I manage to solve this I'll report back.
>
> 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/
>
>
> On Thu, Dec 5, 2013 at 12:08 PM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> The values in your file appear to be distance between shaded point and
>> the camera. You would have to use an expression node in nuke to convert it.
>> I think the expression is simply: 1/
>>
>> All the best,
>> Elias Ericsson Rydberg
>>
>>
>> 2013/12/5 Ron Ganbar 
>>
>>> I just made it an 8bit jpg so it will be easy to send.
>>> I get 32bit float EXRs.
>>> It does look fine, but I can't get it to do the DepthToPoints like I
>>> succeed with the a Nuke ScanlineRender node.
>>> Maybe the camera scaling is wrong. I'll check.
>>> 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/
>>>
>>>
>>> On Thu, Dec 5, 2013 at 11:25 AM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>
 That's a 8-bit jpeg, is the files from 3D department jpegs?

 Other than that it sort of looks like I would expect it. The values
 become bigger as they get further away from the camera. Possibly the values
 are maya units from the camera, centimeters by default.

 Cheers,
 Elias Ericsson Rydberg


 2013/12/5 Ron Ganbar 

> Come to think of it, it was rendered with VRay in Maya. And I can't
> get this to work.
> See attached image.
>
>
>
> 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> Ron, that depends on what renderer i chosen in Maya. By default the
>> software renderer is used, but mental ray is also available. You could
>> probably determine what it outputs by looking at the pass. Is far points
>> larger values than near points? In some renderers eg. V-Ray you can use
>> different setting. Such as mapping arbitrary values to 0-1. I don't know
>> why you would ever do that, but you can.
>>
>> Cheers,
>> Elias
>>
>> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
>>
>> Hi guys,
>> thanks for the discussion.
>> I assumed 1/z myself, as that's what's coming out of the
>> scanlinerender node.
>>
>> So what does Maya render? According to the ZDefocus node it renders
>> -1/z. So do I just multiply by -1?
>>
>>
>>
>> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> Ivan, you are of course correct. I shouldn't do math right before
>>> bed and allow myself to have a mind lapse like that. However, all values
>>> would be fit into 0-1 as long as the near value is more than 1m.
>>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
>>> range. And pretty common distance range (from camera). I'm excluding 
>>> huge
>>> crane shots and heli shots here. The infinity "feature" sure is handy as
>>> well!
>>>
>>> Cheers,
>>> Elias Ericsson Rydberg
>>>
>>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>>>
>>> Elias,
>>> 1/z does not normalize depth to 0-1.
>>> Any values with depth < 1 will have values > 1 when inverted.
>>>
>>> IMO, the main benefit of treating depth as 1/z is that you don't
>>> have to deal with "infinity" values for empty areas.
>>>
>>>
>>>
>>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>
 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
 

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Colin Doncaster
I believe the VRay Z depth render element lets the user specify what depth is 
black (near) and what depth is white (far) - so I’m guessing you’ll have to 
chat with your CG department to find out what they’re delivering. 

On Dec 5, 2013, at 7:50 AM, Ron Ganbar  wrote:

> Thanks Elias,
> 1/z is what the inverse depth button does. It doesn't solve the problem 
> either.
> If I manage to solve this I'll report back.
> 
> 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/
> 
> 
> On Thu, Dec 5, 2013 at 12:08 PM, Elias Ericsson Rydberg 
>  wrote:
> The values in your file appear to be distance between shaded point and the 
> camera. You would have to use an expression node in nuke to convert it. I 
> think the expression is simply: 1/
> 
> All the best,
> Elias Ericsson Rydberg
> 
> 
> 2013/12/5 Ron Ganbar 
> I just made it an 8bit jpg so it will be easy to send.
> I get 32bit float EXRs.
> It does look fine, but I can't get it to do the DepthToPoints like I succeed 
> with the a Nuke ScanlineRender node.
> Maybe the camera scaling is wrong. I'll check.
> 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/
> 
> 
> On Thu, Dec 5, 2013 at 11:25 AM, Elias Ericsson Rydberg 
>  wrote:
> That's a 8-bit jpeg, is the files from 3D department jpegs?
> 
> Other than that it sort of looks like I would expect it. The values become 
> bigger as they get further away from the camera. Possibly the values are maya 
> units from the camera, centimeters by default.
> 
> Cheers,
> Elias Ericsson Rydberg
> 
> 
> 2013/12/5 Ron Ganbar 
> Come to think of it, it was rendered with VRay in Maya. And I can't get this 
> to work.
> See attached image.
> 
> 
> 
> 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg 
>  wrote:
> Ron, that depends on what renderer i chosen in Maya. By default the software 
> renderer is used, but mental ray is also available. You could probably 
> determine what it outputs by looking at the pass. Is far points larger values 
> than near points? In some renderers eg. V-Ray you can use different setting. 
> Such as mapping arbitrary values to 0-1. I don't know why you would ever do 
> that, but you can.
> 
> Cheers,
> Elias
> 
> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
> 
>> Hi guys,
>> thanks for the discussion.
>> I assumed 1/z myself, as that's what's coming out of the scanlinerender node.
>> 
>> So what does Maya render? According to the ZDefocus node it renders -1/z. So 
>> do I just multiply by -1?
>> 
>> 
>> 
>> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg 
>>  wrote:
>> Ivan, you are of course correct. I shouldn't do math right before bed and 
>> allow myself to have a mind lapse like that. However, all values would be 
>> fit into 0-1 as long as the near value is more than 1m.
>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable range. 
>> And pretty common distance range (from camera). I'm excluding huge crane 
>> shots and heli shots here. The infinity "feature" sure is handy as well!
>> 
>> Cheers,
>> Elias Ericsson Rydberg
>> 
>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>> 
>>> Elias,
>>> 1/z does not normalize depth to 0-1.
>>> Any values with depth < 1 will have values > 1 when inverted.
>>> 
>>> IMO, the main benefit of treating depth as 1/z is that you don't have to 
>>> deal with "infinity" values for empty areas.
>>> 
>>> 
>>> 
>>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg 
>>>  wrote:
>>> 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 :
>>> 
 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  
 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

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Ron Ganbar
Thanks Elias,
1/z is what the inverse depth button does. It doesn't solve the problem
either.
If I manage to solve this I'll report back.

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/


On Thu, Dec 5, 2013 at 12:08 PM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> The values in your file appear to be distance between shaded point and the
> camera. You would have to use an expression node in nuke to convert it. I
> think the expression is simply: 1/
>
> All the best,
> Elias Ericsson Rydberg
>
>
> 2013/12/5 Ron Ganbar 
>
>> I just made it an 8bit jpg so it will be easy to send.
>> I get 32bit float EXRs.
>> It does look fine, but I can't get it to do the DepthToPoints like I
>> succeed with the a Nuke ScanlineRender node.
>> Maybe the camera scaling is wrong. I'll check.
>> 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/
>>
>>
>> On Thu, Dec 5, 2013 at 11:25 AM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> That's a 8-bit jpeg, is the files from 3D department jpegs?
>>>
>>> Other than that it sort of looks like I would expect it. The values
>>> become bigger as they get further away from the camera. Possibly the values
>>> are maya units from the camera, centimeters by default.
>>>
>>> Cheers,
>>> Elias Ericsson Rydberg
>>>
>>>
>>> 2013/12/5 Ron Ganbar 
>>>
 Come to think of it, it was rendered with VRay in Maya. And I can't get
 this to work.
 See attached image.



 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
 elias.ericsson.rydb...@gmail.com> wrote:

> Ron, that depends on what renderer i chosen in Maya. By default the
> software renderer is used, but mental ray is also available. You could
> probably determine what it outputs by looking at the pass. Is far points
> larger values than near points? In some renderers eg. V-Ray you can use
> different setting. Such as mapping arbitrary values to 0-1. I don't know
> why you would ever do that, but you can.
>
> Cheers,
> Elias
>
> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
>
> Hi guys,
> thanks for the discussion.
> I assumed 1/z myself, as that's what's coming out of the
> scanlinerender node.
>
> So what does Maya render? According to the ZDefocus node it renders
> -1/z. So do I just multiply by -1?
>
>
>
> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> Ivan, you are of course correct. I shouldn't do math right before bed
>> and allow myself to have a mind lapse like that. However, all values 
>> would
>> be fit into 0-1 as long as the near value is more than 1m.
>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
>> range. And pretty common distance range (from camera). I'm excluding huge
>> crane shots and heli shots here. The infinity "feature" sure is handy as
>> well!
>>
>> Cheers,
>> Elias Ericsson Rydberg
>>
>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>>
>> Elias,
>> 1/z does not normalize depth to 0-1.
>> Any values with depth < 1 will have values > 1 when inverted.
>>
>> IMO, the main benefit of treating depth as 1/z is that you don't have
>> to deal with "infinity" values for empty areas.
>>
>>
>>
>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> 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 :
>>>
>>> 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:
>>>
>>>

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Elias Ericsson Rydberg
The values in your file appear to be distance between shaded point and the
camera. You would have to use an expression node in nuke to convert it. I
think the expression is simply: 1/

All the best,
Elias Ericsson Rydberg


2013/12/5 Ron Ganbar 

> I just made it an 8bit jpg so it will be easy to send.
> I get 32bit float EXRs.
> It does look fine, but I can't get it to do the DepthToPoints like I
> succeed with the a Nuke ScanlineRender node.
> Maybe the camera scaling is wrong. I'll check.
> 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/
>
>
> On Thu, Dec 5, 2013 at 11:25 AM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> That's a 8-bit jpeg, is the files from 3D department jpegs?
>>
>> Other than that it sort of looks like I would expect it. The values
>> become bigger as they get further away from the camera. Possibly the values
>> are maya units from the camera, centimeters by default.
>>
>> Cheers,
>> Elias Ericsson Rydberg
>>
>>
>> 2013/12/5 Ron Ganbar 
>>
>>> Come to think of it, it was rendered with VRay in Maya. And I can't get
>>> this to work.
>>> See attached image.
>>>
>>>
>>>
>>> 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>
 Ron, that depends on what renderer i chosen in Maya. By default the
 software renderer is used, but mental ray is also available. You could
 probably determine what it outputs by looking at the pass. Is far points
 larger values than near points? In some renderers eg. V-Ray you can use
 different setting. Such as mapping arbitrary values to 0-1. I don't know
 why you would ever do that, but you can.

 Cheers,
 Elias

 5 dec 2013 kl. 08:38 skrev Ron Ganbar :

 Hi guys,
 thanks for the discussion.
 I assumed 1/z myself, as that's what's coming out of the scanlinerender
 node.

 So what does Maya render? According to the ZDefocus node it renders
 -1/z. So do I just multiply by -1?



 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
 elias.ericsson.rydb...@gmail.com> wrote:

> Ivan, you are of course correct. I shouldn't do math right before bed
> and allow myself to have a mind lapse like that. However, all values would
> be fit into 0-1 as long as the near value is more than 1m.
> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
> range. And pretty common distance range (from camera). I'm excluding huge
> crane shots and heli shots here. The infinity "feature" sure is handy as
> well!
>
> Cheers,
> Elias Ericsson Rydberg
>
> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>
> Elias,
> 1/z does not normalize depth to 0-1.
> Any values with depth < 1 will have values > 1 when inverted.
>
> IMO, the main benefit of treating depth as 1/z is that you don't have
> to deal with "infinity" values for empty areas.
>
>
>
> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> 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 :
>>
>> 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 > > 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 8

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Ron Ganbar
I just made it an 8bit jpg so it will be easy to send.
I get 32bit float EXRs.
It does look fine, but I can't get it to do the DepthToPoints like I
succeed with the a Nuke ScanlineRender node.
Maybe the camera scaling is wrong. I'll check.
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/


On Thu, Dec 5, 2013 at 11:25 AM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> That's a 8-bit jpeg, is the files from 3D department jpegs?
>
> Other than that it sort of looks like I would expect it. The values become
> bigger as they get further away from the camera. Possibly the values are
> maya units from the camera, centimeters by default.
>
> Cheers,
> Elias Ericsson Rydberg
>
>
> 2013/12/5 Ron Ganbar 
>
>> Come to think of it, it was rendered with VRay in Maya. And I can't get
>> this to work.
>> See attached image.
>>
>>
>>
>> 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> Ron, that depends on what renderer i chosen in Maya. By default the
>>> software renderer is used, but mental ray is also available. You could
>>> probably determine what it outputs by looking at the pass. Is far points
>>> larger values than near points? In some renderers eg. V-Ray you can use
>>> different setting. Such as mapping arbitrary values to 0-1. I don't know
>>> why you would ever do that, but you can.
>>>
>>> Cheers,
>>> Elias
>>>
>>> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
>>>
>>> Hi guys,
>>> thanks for the discussion.
>>> I assumed 1/z myself, as that's what's coming out of the scanlinerender
>>> node.
>>>
>>> So what does Maya render? According to the ZDefocus node it renders
>>> -1/z. So do I just multiply by -1?
>>>
>>>
>>>
>>> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>
 Ivan, you are of course correct. I shouldn't do math right before bed
 and allow myself to have a mind lapse like that. However, all values would
 be fit into 0-1 as long as the near value is more than 1m.
 Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
 range. And pretty common distance range (from camera). I'm excluding huge
 crane shots and heli shots here. The infinity "feature" sure is handy as
 well!

 Cheers,
 Elias Ericsson Rydberg

 5 dec 2013 kl. 02:31 skrev Ivan Busquets :

 Elias,
 1/z does not normalize depth to 0-1.
 Any values with depth < 1 will have values > 1 when inverted.

 IMO, the main benefit of treating depth as 1/z is that you don't have
 to deal with "infinity" values for empty areas.



 On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
 elias.ericsson.rydb...@gmail.com> wrote:

> 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 :
>
> 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 
> 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 -6.44809}
>>  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 {
>>  input

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Elias Ericsson Rydberg
That's a 8-bit jpeg, is the files from 3D department jpegs?

Other than that it sort of looks like I would expect it. The values become
bigger as they get further away from the camera. Possibly the values are
maya units from the camera, centimeters by default.

Cheers,
Elias Ericsson Rydberg


2013/12/5 Ron Ganbar 

> Come to think of it, it was rendered with VRay in Maya. And I can't get
> this to work.
> See attached image.
>
>
>
> 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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> Ron, that depends on what renderer i chosen in Maya. By default the
>> software renderer is used, but mental ray is also available. You could
>> probably determine what it outputs by looking at the pass. Is far points
>> larger values than near points? In some renderers eg. V-Ray you can use
>> different setting. Such as mapping arbitrary values to 0-1. I don't know
>> why you would ever do that, but you can.
>>
>> Cheers,
>> Elias
>>
>> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
>>
>> Hi guys,
>> thanks for the discussion.
>> I assumed 1/z myself, as that's what's coming out of the scanlinerender
>> node.
>>
>> So what does Maya render? According to the ZDefocus node it renders -1/z.
>> So do I just multiply by -1?
>>
>>
>>
>> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> Ivan, you are of course correct. I shouldn't do math right before bed
>>> and allow myself to have a mind lapse like that. However, all values would
>>> be fit into 0-1 as long as the near value is more than 1m.
>>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
>>> range. And pretty common distance range (from camera). I'm excluding huge
>>> crane shots and heli shots here. The infinity "feature" sure is handy as
>>> well!
>>>
>>> Cheers,
>>> Elias Ericsson Rydberg
>>>
>>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>>>
>>> Elias,
>>> 1/z does not normalize depth to 0-1.
>>> Any values with depth < 1 will have values > 1 when inverted.
>>>
>>> IMO, the main benefit of treating depth as 1/z is that you don't have to
>>> deal with "infinity" values for empty areas.
>>>
>>>
>>>
>>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>
 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 :

 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 
 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 -6.44809}
>  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 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 

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Ron Ganbar
Come to think of it, it was rendered with VRay in Maya. And I can't get
this to work.
See attached image.



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 Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> Ron, that depends on what renderer i chosen in Maya. By default the
> software renderer is used, but mental ray is also available. You could
> probably determine what it outputs by looking at the pass. Is far points
> larger values than near points? In some renderers eg. V-Ray you can use
> different setting. Such as mapping arbitrary values to 0-1. I don't know
> why you would ever do that, but you can.
>
> Cheers,
> Elias
>
> 5 dec 2013 kl. 08:38 skrev Ron Ganbar :
>
> Hi guys,
> thanks for the discussion.
> I assumed 1/z myself, as that's what's coming out of the scanlinerender
> node.
>
> So what does Maya render? According to the ZDefocus node it renders -1/z.
> So do I just multiply by -1?
>
>
>
> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> Ivan, you are of course correct. I shouldn't do math right before bed and
>> allow myself to have a mind lapse like that. However, all values would be
>> fit into 0-1 as long as the near value is more than 1m.
>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
>> range. And pretty common distance range (from camera). I'm excluding huge
>> crane shots and heli shots here. The infinity "feature" sure is handy as
>> well!
>>
>> Cheers,
>> Elias Ericsson Rydberg
>>
>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>>
>> Elias,
>> 1/z does not normalize depth to 0-1.
>> Any values with depth < 1 will have values > 1 when inverted.
>>
>> IMO, the main benefit of treating depth as 1/z is that you don't have to
>> deal with "infinity" values for empty areas.
>>
>>
>>
>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
>> elias.ericsson.rydb...@gmail.com> wrote:
>>
>>> 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 :
>>>
>>> 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 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 -6.44809}
  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 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 
>> 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 shou

Re: [Nuke-users] DepthToPoints

2013-12-05 Thread Elias Ericsson Rydberg
Ron, that depends on what renderer i chosen in Maya. By default the software 
renderer is used, but mental ray is also available. You could probably 
determine what it outputs by looking at the pass. Is far points larger values 
than near points? In some renderers eg. V-Ray you can use different setting. 
Such as mapping arbitrary values to 0-1. I don't know why you would ever do 
that, but you can.

Cheers,
Elias

5 dec 2013 kl. 08:38 skrev Ron Ganbar :

> Hi guys,
> thanks for the discussion.
> I assumed 1/z myself, as that's what's coming out of the scanlinerender node.
> 
> So what does Maya render? According to the ZDefocus node it renders -1/z. So 
> do I just multiply by -1?
> 
> 
> 
> 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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg 
>  wrote:
>> Ivan, you are of course correct. I shouldn't do math right before bed and 
>> allow myself to have a mind lapse like that. However, all values would be 
>> fit into 0-1 as long as the near value is more than 1m.
>> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable range. 
>> And pretty common distance range (from camera). I'm excluding huge crane 
>> shots and heli shots here. The infinity "feature" sure is handy as well!
>> 
>> Cheers,
>> Elias Ericsson Rydberg
>> 
>> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>> 
>>> Elias,
>>> 1/z does not normalize depth to 0-1.
>>> Any values with depth < 1 will have values > 1 when inverted.
>>> 
>>> IMO, the main benefit of treating depth as 1/z is that you don't have to 
>>> deal with "infinity" values for empty areas.
>>> 
>>> 
>>> 
>>> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg 
>>>  wrote:
 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 :
 
> 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  
> 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 -6.44809}
>>  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  
>> 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  
 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. 
 
>>>

Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ron Ganbar
Hi guys,
thanks for the discussion.
I assumed 1/z myself, as that's what's coming out of the scanlinerender
node.

So what does Maya render? According to the ZDefocus node it renders -1/z.
So do I just multiply by -1?



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 Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> Ivan, you are of course correct. I shouldn't do math right before bed and
> allow myself to have a mind lapse like that. However, all values would be
> fit into 0-1 as long as the near value is more than 1m.
> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
> range. And pretty common distance range (from camera). I'm excluding huge
> crane shots and heli shots here. The infinity "feature" sure is handy as
> well!
>
> Cheers,
> Elias Ericsson Rydberg
>
> 5 dec 2013 kl. 02:31 skrev Ivan Busquets :
>
> Elias,
> 1/z does not normalize depth to 0-1.
> Any values with depth < 1 will have values > 1 when inverted.
>
> IMO, the main benefit of treating depth as 1/z is that you don't have to
> deal with "infinity" values for empty areas.
>
>
>
> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
> elias.ericsson.rydb...@gmail.com> wrote:
>
>> 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 :
>>
>> 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 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 -6.44809}
>>>  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 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 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 
> 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:
>
>>>

Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Elias Ericsson Rydberg
Ivan, you are of course correct. I shouldn't do math right before bed and allow 
myself to have a mind lapse like that. However, all values would be fit into 
0-1 as long as the near value is more than 1m.
Come to think of it, values of 1-20m becomes 1-0,05, a very viewable range. And 
pretty common distance range (from camera). I'm excluding huge crane shots and 
heli shots here. The infinity "feature" sure is handy as well!

Cheers,
Elias Ericsson Rydberg

5 dec 2013 kl. 02:31 skrev Ivan Busquets :

> Elias,
> 1/z does not normalize depth to 0-1.
> Any values with depth < 1 will have values > 1 when inverted.
> 
> IMO, the main benefit of treating depth as 1/z is that you don't have to deal 
> with "infinity" values for empty areas.
> 
> 
> 
> On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg 
>  wrote:
>> 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 :
>> 
>>> 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  
>>> 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 -6.44809}
  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  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  
>> 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  
>> 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]
>>  +9

Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ivan Busquets
Elias,
1/z does not normalize depth to 0-1.
Any values with depth < 1 will have values > 1 when inverted.

IMO, the main benefit of treating depth as 1/z is that you don't have to
deal with "infinity" values for empty areas.



On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg <
elias.ericsson.rydb...@gmail.com> wrote:

> 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 :
>
> 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 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 -6.44809}
>>  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 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 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 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
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users




 --
 --
 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
>>> We

Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Elias Ericsson Rydberg
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 :

> 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  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 -6.44809}
>>  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  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  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  
 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
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
 
 
 -- 
 --
 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  
>>> 
>>> 
>>> ___
>>> 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
>> 
>> 
>> ___

Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Deke Kincaid
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 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 -6.44809}
>  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 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 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 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
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>>
>>>
>>>
>>> --
>>> --
>>> 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
>>
>>
>> ___
>> 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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> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ivan Busquets
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 -6.44809}
 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  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 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 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
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>>
>>
>>
>> --
>> --
>> 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
>
>
> ___
> 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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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Deke Kincaid
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 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 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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> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
>
> --
> --
> 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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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ivan Busquets
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  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 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
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>>
>
> --
> --
> 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
> 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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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Deke Kincaid
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 
> 
> > 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 > 'd...@thefoundry.co.uk');>
>>
>>
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk > 'Nuke-users@support.thefoundry.co.uk');>, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>

-- 
--
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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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ivan Busquets
Hmm, I don't think it's expecting 0-1.

You have the choice between feeding it direct depth values or 1/depth, just
like in DepthToPosition.

There's an "invert_depth" checkbox to toggle between them, and the tooltip
will tell you which one is which.


On Wed, Dec 4, 2013 at 1:54 PM, 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 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
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
> ___
> Nuke-users mailing list
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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Ron Ganbar
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  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
> 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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Re: [Nuke-users] DepthToPoints

2013-12-04 Thread Deke Kincaid
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
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[Nuke-users] DepthToPoints

2013-12-04 Thread Ron Ganbar
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/
___
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