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 -
>
> _______________________________________________
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>   [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
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-- 
vfx       | Johannes Saam
web     | www.johannessaam.com
work    | www.fuelvfx.com
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