Well you don't need the world pass to cut your smoke with primitive
geometry (white texture in RGBA).
Just render your primitive with a scanline render and then put it into a
deep image stream with the deepfromimage.
Use this to holdout your smoke. You can combine as many sources as you want
as long as they have a correct ZDepth pass so you can convert them into
deep image streams.

Cheers
Denis



2012/11/20 Patrick Heinen <mailingli...@patrickheinen.com>

> Would still be usefull to have a deep position pass. To be able to cut out
> certain areas of smoke with geometry primitives for example.
>
> cheers
> Patrick
>
> ----- Original Message -----
> From: fr...@beingfrank.info
> To: nuke-users@support.thefoundry.co.uk
> Date: 20.11.2012 05:15:19
> Subject: Re: [Nuke-users] deep position in DeepExpression?
>
>
> > 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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> >>>>             >>>
> >>>>
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