Curious.... ...what exactly is a "deep image"? I know it's a noobie question, but I see it come up a lot and thought I'd ask.
Thanks in advance. On Aug 25, 2011, at 7:43 PM, Johannes Saam <[email protected]> wrote: > 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 >> Reply >> 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 > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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