hi Nitant,

i'm afraid, you don't to tell the honest truth.
that's what deep compositing is actually good for - when set up correctly and offering the right tools you need for stuff like that. the way it is right now, there's room for improvement on the comp side regarding the available tools, to say it in a diplomatic way... apart from that, there's no such thing as a cloud mesh. a point cloud would be the equivalent. and yes, those files tend to be fairly big. and Nuke doesn't deal with them in a satisfactory way yet, if i'm not mistaken. that's why basically deep comping
is your way to go - minus the afore-mentioned sub-optimal situation...

cheers,
Holger



Nitant Karnik wrote:
Holger,

Thanks for the 'in depth' explanation! I get what your saying that FBX, Alembic and OBJs are the way to go for static hard surfaces but how would you handle extracting mattes from clouds, since exporting geo for a cloud mesh would be either too dense (if accurate) or too inaccurate (if it's not dense)?

Cheers,
Nitant




On Sun, Feb 24, 2013 at 9:45 AM, Holger Hummel|Celluloid VFX <[email protected] <mailto:[email protected]>> wrote:

    hey Nitant,

    afaik, this is not possible.

    to be very honest, right now i cannot even think of any advantages
    in your suggestion/idea.

    if i understant you correctly, you're suggesting something
    comparable to FBX or Alembic files
    for deep pixel data. i don't think that you'd end up with a
    substantially smaller file compared
    to a frame sequence. in your example of a static object and a
    moving camera, FBX and the likes
    save a lot of space because e.g. an object is saved in it once
    plus the camera animation. the
    object is not saved per frame. now with deep pixel data, i highly
    doubt that there's a lot of this
    kind of space saving possible. so the only way to reduce size is
    compression. to achieve a good
    amount of compression it should be done across multiple (or even
    all) frames. which means
    every frame needs to be rendered first. so this would be a
    post-conversion.
    even if this were a useful approach, post-processing a lot of
    rendered frames into one
    big file is probably not very reasonable.
    next, re-rendering erroneous frames would be basically impossible
    or result in the need to
    re-build the all-frames-in-one-file from scratch.

    what you're imagining is roughly comparable to a multilayer-exr or
    stereo-exr. there is no
    speed-up in using those compared to single layer/view images. for
    example, to read layer 3,
    the file reader needs to go through the file across layers 1 and 2
    until it can read the requested
    layer 3 data. i admit, i don't know 100% how this works but
    apparently there is a certain amount
    of time wasted this way. that's why i'm a fan of using exr files
    per pass instead of multilayer-exrs.
    now imagine this issue being spread across a ton of frames instead
    of a few layers and there's
    probably a lot more file reading/seeking time wasted.

    i'm not a programmer, so what i wrote might not be 100% correct.
    but my 'binary sense' somehow
    tells me that i got the basics right ;)

    so for what you'd like to achieve, i suggest going the FBX, OBJ
    sequence or Alembic way if you need
    to extract masks or similar tasks - in case you don't have those
    in the rendered frames already anyway.

    cheers,
    Holger


    Am 24.02.2013 10 <tel:24.02.2013%2010>:22, schrieb Nitant Karnik:
    Hey!

    I was wondering if there was a way to write out one deep image
    file per object for the entire length of a shot rather than a
deep image sequence... almost like a kind of DeepGeo?
    Let's say the element you were rendering deep data for was a
    static object like a building, light post, or a static cloud,
    couldn't you pre-calculate all angles along the path of the
    camera for the duration of the shot in one file?  I would imagine
    it would almost be like in comp terms, 'max merging' every deep
    frame together and rendering that out?

    I think ultimately having 1 file of deep data would be smaller
    and less of a network hit then having 200 files of deep data with
    almost 50% (or more) of it being redundant information.

    I'm sure someone's thought of this already... any luck
    implementing it?

    Nitant


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Celluloid Visual Effects GmbH & Co. KG
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