I assuming you're not using the Nuke 7 public beta for this, because there is a "DepthToPosition" node in there! Otherwise, try this. I'm using Topnode for the camera input to grab the projection knobs.
Group { inputs 2 name ZtoPworld help "Creates Pworld point data from a raw depth channel and an input camera." selected true xpos -201 ypos 45 addUserKnob {20 User} addUserKnob {41 from0 l "input z channel" T Copy1.from0} } Input { inputs 0 name Input xpos 715 ypos -750 } set N219b4e80 [stack 0] push $N219b4e80 Copy { inputs 2 from0 depth.Z to0 rgba.blue name Copy1 selected true xpos 715 ypos -715 } Expression { expr0 cx expr1 cy*(input.width/input.height)*input.pixel_aspect name Expression7 label NDC xpos 715 ypos -660 } Expression { temp_name0 h_tan temp_expr0 (haperture/2)/focal temp_name1 v_tan temp_expr1 (vaperture/2)/focal expr0 b*(r*h_tan) expr1 b*(g*v_tan) name Expression8 label "NDC to Pcam" xpos 715 ypos -607 addUserKnob {20 User} addUserKnob {7 focal} focal {{"\[topnode parent.input1].focal"}} addUserKnob {7 haperture} haperture {{"\[topnode parent.input1].haperture"}} addUserKnob {7 vaperture} vaperture {{"\[topnode parent.input1].vaperture"}} } Multiply { channels {-rgba.red -rgba.green rgba.blue} value -1 name Multiply3 xpos 715 ypos -530 } ColorMatrix { matrix { {{Axis1.world_matrix.0 i} {Axis1.world_matrix.1 i} {Axis1.world_matrix.2 i}} {{Axis1.world_matrix.4 i} {Axis1.world_matrix.5 i} {Axis1.world_matrix.6 i}} {{Axis1.world_matrix.8 i} {Axis1.world_matrix.9 i} {Axis1.world_matrix.10 i}} } name ColorMatrix3 label "Inverse Cam rotation" xpos 715 ypos -492 } Add { channels rgb value {{Axis1.world_matrix.3 i} {Axis1.world_matrix.7 i} {Axis1.world_matrix.11 i} {curve i}} name Add3 label "World minus Camera pos" xpos 715 ypos -441 } set N525d9a0 [stack 0] Output { name Output1 xpos 715 ypos -346 } Input { inputs 0 name cam xpos 498 ypos -684 number 1 } Axis2 { display off selectable false name Axis1 xpos 508 ypos -637 } push $N525d9a0 Viewer { frame 10 input_process false name Viewer1 xpos 959 ypos -619 } end_group On 19 November 2012 19:45, Frank Rueter <fr...@beingfrank.info> wrote: > yes, that's how I can do it and probably will (happy to use your setup in > stead of reinventing the wheel). > I did send in a feature request to have a DeepToPosition node though > (though it should probably be a "DepthToPosition" node seeing you don't > need deep for this) > > > > On 20/11/12 4:39 PM, Michael Garrett wrote: > > If you're just trying to create a regular "flat" position pass, can't you > just flatten deep.front and then use a regular Nuke Expression node plus > the Camera matrix to convert that to position? I can send you the setup if > you need it. > > I've gone over the expressions required to convert a deep opacity file > to deep position (position render as deep data) and as we know, the > DeepExpression node doesn't support some things yet. > > > On 19 November 2012 01:27, Patrick Heinen > <mailingli...@patrickheinen.com>wrote: > >> Ok, i thought you wanted to use the DeepExpression node to calculate >> those xyz coordinates, which as you say would be possible, but not >> comfortable. Yes Deep is always camera relative, that's the drawback with >> it. But as the DeepToPoints node exists, you're right that it shouldn't be >> to complicated to write a deep to point position node. >> +1 for the feature request, maybe it makes it into the releas *hope* ;) >> >> cheers, >> Patrick >> >> ----- Original Message ----- >> From: fr...@beingfrank.info >> To: nuke-users@support.thefoundry.co.uk >> Date: 19.11.2012 02:42:30 >> Subject: Re: [Nuke-users] deep position in DeepExpression? >> >> >> > Hi Patrick, >> > >> > x and y only give you screen space positions, not world positions. >> > With the camera and depth available obviously this can be converted to >> > world position, but I'd really like to see a built in solution. >> > Basically like the DeepToPoints but a DeepToPosition. >> > >> > The brute force way would be to render a full resolution DeepToPoint >> > through the ScanlineRender node and generate positon vectors in it. But >> > that is stupidly slow and really shouldn't be necessary. >> > >> > Will send in a feature request. >> > >> > Cheers, >> > frank >> > >> > On 19/11/12 11:41 AM, Patrick Heinen wrote: >> >> Hi Frank, >> >> >> >> you should be able to acces x and y with x and y. I was at least able >> to produce a uv map, if that's the kind of funcionality you're somehow >> looking for. However the Deep Expression Node is not working exactly as the >> Expression Node. This came up on the mailinglist and there is a feature >> request logged for expanding the deep expression node to match the >> functionality of the expression node #27372. >> >> Tell me if you succeed in your attempt of creating a world position >> pass, I would really be interested in that. >> >> >> >> cheers >> >> Patrick >> >> Am 18.11.2012 um 21:58 schrieb Frank Rueter: >> >> >> >>> Is it possible to get a pixel's position in a DeepExrpression node? I >> am trying to create a world position pass from the image and the associated >> camera. >> >>> >> >>> Cheers, >> >>> frank >> >>> _______________________________________________ >> >>> 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 >> >> >> >> >> > >> > _______________________________________________ >> > 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 >> > > > > _______________________________________________ > Nuke-users mailing listnuke-us...@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 >
_______________________________________________ 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