There is also a displacement shader available in nuke which will be a bit faster then using diplaceGeo as it doesn’t need preteselated geo and can use a normal map as an additional input to give the displacement some roundness (tesselates at render time).
-deke On Sun, Nov 18, 2012 at 4:10 PM, Michael Ralla < michaelisbackfromh...@gmail.com> wrote: > A simple card with a displaceGeo attached to it might do what you are > looking for. Make sure the tesselation of your card is high enough - and be > prepared that, depending on the resolution, things might get really slow. > Also, if your image is a 3d render and you have an xyz pass, you can create > something that pretty much resembles a point cloud by changing the source > to xyz absolute/relative in the dropdown menu - The result is obviously not > a deep pointcloud, though. > > Cheers, m. > > > On Thu, Nov 15, 2012 at 3:39 AM, josh_gotto < > nuke-users-re...@thefoundry.co.uk> wrote: > >> ** >> Anyone know a way to do this? I want to take luminance or rgb values and >> create point for each pixel to give a dense point cloud that can then be >> rendered through Nuke scanline. This would be helpful for creating detailed >> displacement effects and also for relighting from a live action plate or >> texture. I saw something that almost does this by Bryan Dunkley but that >> couldn't be rendered. It was a 3d histogram tool. >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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