6.3 also has the ability to displace cards based on absolute (and
relative) RGB values, making it easy to reconstruct geometry with
pworld (within reason).

On 8 August 2011 08:18, Thorsten Kaufmann
<[email protected]> wrote:
> I have an op doing that here (and i know quite a bunch of others do so too 
> heh)
>
> I implemented it as a sourceGeo op. You can still add additional inputs for 
> the imagedata.
>
> Sampling the source image is not done really efficient yet in my version and 
> rather
> bruteforce. Taking the alpha into account is a good idea to make things 
> usable, as well
> as adding the ability to undersample (generate lower resolution geometry at 
> half, quater etc.
> the resolution) the source image for performance.
>
> Kind Regards,
> Thorsten
>
>
> Thorsten Kaufmann
> Head of Production
>
> MACKEVISION
> Medien Design GmbH, Stuttgart
> Forststrasse 7
> 70174 Stuttgart
> Tel: +49 (0) 711-933048-0
> Fax: +49 (0) 711-933048-90
>
> [email protected]
> www.mackevision.de
>
> Geschäftsführer: Armin Pohl, Joachim Lincke
> HRB 243735 Amtsgericht Stuttgart
>
>
> -----Ursprüngliche Nachricht-----
> Von: [email protected] 
> [mailto:[email protected]] Im Auftrag von Lucien 
> Fostier
> Gesendet: Sonntag, 7. August 2011 10:38
> An: [email protected]
> Betreff: [Nuke-dev] Point pass to geo
>
> Hi nuke devs
>
> Im thinking of writing a plugin to create geo based on rendered point pass.
>
> Well this is way above my actual skill but ill do it slowly...
>
> First problem that comes to my mind is about architecture design.
>
> I think i need to create an OP to sample my image and then another one to 
> create the geo , probably inheriting source geo Op, right?
>
> What type of OP should i use to sample the image data using tile of say 4 
> pixel?
>
> Im thinking that could make the process easier to sample 4 points and create 
> a quad out of this.
>
> If anyone could give me some pointer about this subject or any problem that 
> you foresee in my way of thinking.. Please let me know.
>
> Regards
>
> Lucien
>
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