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]>[email protected]>
*To:* Nuke user discussion < <[email protected]>
[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]>
[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]>
[email protected]> wrote:
same
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Jonathan Egstad <[email protected]>[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]>
[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]>
[email protected]> wrote:
same
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work | <http://www.fuelvfx.com/>www.fuelvfx.com
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