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 -
>> 
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>> 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
>>> _______________________________________________
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>>> [email protected], http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> 
>> 
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> 
> -- 
> vfx       | Johannes Saam
> web     | www.johannessaam.com
> work    | www.fuelvfx.com
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