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 > >>>> >>> _______________________________________________ > >>>> >>> Nuke-users mailing list > >>>> >>> Nuke-users@support.thefoundry.co.uk > >>>> <mailto: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 > >>>> <mailto: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 > >>>> <mailto: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 > >>>> <mailto: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 <mailto: > 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 > >>> <mailto: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 <mailto: > 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 > >> <mailto: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 >
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