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.
>>
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>
>
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