hey, i got a RAT reader working and compiled.... i need to make sure its bug free and get some open software things organized.... then you shalt get the power of rat files....
i am also talking to sidefx about their license policy... its kinda hard to base stuff on rat files if you need a lic for every read ;) Stay tuned dudes! Jo On Thu, Aug 25, 2011 at 9:59 PM, Colin Doncaster <[email protected]>wrote: > > Hi Torax, > > Deep images store multiple samples for each pixel, when you use deep from > image you're taking a regular non deep image with or without z values and > resampling it into deep data. Each pixel will then have exactly one sample > - if the input image had a Z value it will be stored at that depth, if not > it will be stored at a depth provided by the node parameters. > > If you use deep to image on multiple images it will then create multiple > samples per pixel - so you're effectively creating a volume of deep data as > if they were slices from a volume render ( though the z values may not all > lie on the same plane ). > > This works well if you need to create deep elements from live action > footage and is similar to how you would layer multiple smoke elements in a > comp, but allows you to integrate it nicely with CG rendered deep data. > > If you're generated volumetric data from a renderer it would be tedious to > render out all the slices and combine, you'd be much better off using a > renderer that allows you to output the deep information. Although Nuke > ships with a reader for PRMan dtex files hopefully over the coming months > more readers will be made available for Houdini, 3delight, etc. and > eventually OpenEXR 2.0 will be released - though I imagine there will be a > waiting period while all your favourite renderers ship with OpenEXR 2.0 > support. > > Cheers > > On 2011-08-25, at 4:13 AM, Torax Unga wrote: > > Wow is taking me a while to reply.... busy times. > > ...The resulting deep image is not all that deep ( exactely one sample per > pixel )... > > "Not all that deep"... do you mean that I will still have issues like > aliased edges on overlapping geo (like the standard depth comp technique). > > ...sample smoke sims and then merge them into a real shot using deep image > tools... > > When you sat "sample" are you talking about rendering "slices" of the smoke > element that can later be assembled into deep samples? It would be great to > see an example of this... lets say with Maya or Houdini fluids. > > The deep from frame nodes creates the deep information based on time, the > resulting data is frozen in time (isn't it?)... that wont work for moving > smoke. > > Maybe I'll just have to wait for this technology to mature more... no > plugin writing skills here. > > T > > > ------------------------------ > *From:* Stuart Bruzek <[email protected]> > *To:* Nuke user discussion <[email protected]> > *Sent:* Friday, August 19, 2011 10:30 AM > *Subject:* Re: [Nuke-users] Deep Images coming from Houdini > > sorry for the repost. > > On Fri, Aug 19, 2011 at 10:30 AM, Stuart Bruzek <[email protected]>wrote: > > I am not sure if i understand your question properly. If you wanna know > of you can create deep images from regular images then yes you can provided > you give them a depth matte. The resulting deep image is not all that deep ( > exactely one sample per pixel ) but is usable with all the tools and can be > combined. > If you ask if you can render sample smoke sims and then merge them into a > real shot using deep image tools yes you can, i am just not sure how the > foundrys implementation on 2 or 3D transforms is... if not its one of THE > things to have >> have to write some plugins ;) > > JO > > On Fri, Aug 19, 2011 at 3:42 AM, Torax Unga <[email protected]> wrote: > > same > > - Show quoted text - > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > Reply > Reply to all > Forward > Invite Johannes Saam to chat > [image: Reply]Reply > [image: More] > Jonathan Egstad [email protected] to Nuke > show details 9:34 AM (54 minutes ago) > Try the DeepFromFrames node to get multiple z slices. > > On Fri, Aug 19, 2011 at 9:34 AM, Jonathan Egstad <[email protected]>wrote: > > Try the DeepFromFrames node to get multiple z slices. > > -jonathan > > On Aug 18, 2011, at 9:23 PM, Johannes Saam wrote: > > I am not sure if i understand your question properly. If you wanna know of > you can create deep images from regular images then yes you can provided you > give them a depth matte. The resulting deep image is not all that deep ( > exactely one sample per pixel ) but is usable with all the tools and can be > combined. > If you ask if you can render sample smoke sims and then merge them into a > real shot using deep image tools yes you can, i am just not sure how the > foundrys implementation on 2 or 3D transforms is... if not its one of THE > things to have >> have to write some plugins ;) > > JO > > On Fri, Aug 19, 2011 at 3:42 AM, Torax Unga <[email protected]> wrote: > > same > > > > > -- > vfx | Johannes Saam > web | www.johannessaam.com > work | www.fuelvfx.com > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > -- vfx | Johannes Saam web | www.johannessaam.com work | www.fuelvfx.com
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