need a DeepToBrain node it would seem
On 20/11/12 5:11 PM, Michael Garrett wrote:
Hee hee ;)
On 19 November 2012 20:09, Frank Rueter <fr...@beingfrank.info
<mailto:fr...@beingfrank.info>> wrote:
I'm such a retard. Of course I'm on Nuke 7 and I have been using
the DepthToPosition node.
Just had a complete brain freeze, hahaha.
Sorted, thanks Michael! :-D
On 20/11/12 4:59 PM, Michael Garrett wrote:
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
<mailto: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
<mailto: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 <mailto:fr...@beingfrank.info>
To: nuke-users@support.thefoundry.co.uk
<mailto: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
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