Thanks for this, Colin.
Ron Ganbar
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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
>
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 wh
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
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 s
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
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
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]
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On Thu, Dec 5, 2013 at 9:58 AM, Elias Ericsson Rydbe
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 se
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)
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 commo
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
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
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...@thefou
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
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.
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,
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, 2
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 wr
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.wordpr
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 fe
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 [I
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