Re: [Nuke-users] DepthToPoints
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
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
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
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
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
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
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
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
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
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
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
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
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 >> > > > ___ > 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 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
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 > ___ 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
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
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 > ___ 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
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 ___ 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
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 > 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 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
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 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
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] DepthToPoints
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/ ___ 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