Not sure if I follow, or what combination you used in your test, but the
standard depth output of ScanlineRender (1/z) is what DepthToPoints wants
as an input by default.


set cut_paste_input [stack 0]
version 7.0 v8
push $cut_paste_input
Camera2 {
 name Camera1
 selected true
 xpos 1009
 ypos -63
}
set N73f6770 [stack 0]
push $N73f6770
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos 832
 ypos -236
}
Sphere {
 translate {0 0 -6.449999809}
 name Sphere1
 selected true
 xpos 832
 ypos -131
}
push 0
ScanlineRender {
 inputs 3
 shutteroffset centred
 motion_vectors_type distance
 name ScanlineRender1
 selected true
 xpos 830
 ypos -43
}
DepthToPoints {
 inputs 2
 name DepthToPoints1
 selected true
 xpos 830
 ypos 91
 depth depth.Z
 N_channel none
}





On Wed, Dec 4, 2013 at 3:11 PM, Deke Kincaid <[email protected]> wrote:

> Actually I think we are both wrong.  I was just playing with a camera from
> the 3d scene with depth and it needs to be distance to match.  1/z gives
> you the reversed coming out of a little window look.
>
> -deke
>
>
> On Wednesday, December 4, 2013, Ivan Busquets wrote:
>
>> I don't think that's right, Deke.
>>
>> DepthToPoints expects 1/z by default, not a normalized input.
>> Same as the output from ScanlineRender.
>>
>> The tootip of the "invert depth" knob states that as well:
>>
>> "Invert the depth before processing. Useful if the depth is z instead of
>> the expected 1/z"
>>
>>
>>
>> On Wed, Dec 4, 2013 at 2:45 PM, Deke Kincaid <[email protected]>wrote:
>>
>> 1 is near though there is an invert depth option in depth to points.
>>
>> >>Am I wrong?
>>
>> Nuke is 32 bit floating point so it shouldn't matter that much as long as
>> the original image was a float.   Precision would only matter if you were
>> working in a 8/16 bit int box.
>>
>> -deke
>>
>> On Wednesday, December 4, 2013, Ron Ganbar wrote:
>>
>> 0 is near?
>>
>> Normalised values aren't precise, though. They're very subjective to what
>> was decided in the render. It won't create a very precise point cloud.
>> Am I wrong?
>>
>>
>>
>> Ron Ganbar
>> email: [email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>> On Wed, Dec 4, 2013 at 11:51 PM, Deke Kincaid <[email protected]>wrote:
>>
>> It's just looking for 0-1.  You can do it with an expression node.... or Jack
>> has a handy J_Maths node in J_Ops which converts depth maps between
>> types really easily.
>>
>> -deke
>>
>>
>> On Wednesday, December 4, 2013, Ron Ganbar wrote:
>>
>> Hi all,
>> for DepthToPoints to work, what kind of depth do I need to feed into it?
>> 1/distance? distance? normalised?
>> And how do I convert what comes out of Maya's built in Mental Ray so it
>> will work?
>>
>> Thanks!
>> Ron Ganbar
>> email: [email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>>
>>
>>
>> --
>> --
>> Deke Kincaid
>> Creative Specialist
>> The Foundry
>> Skype: dekekincaid
>> Tel: (310) 399 4555 - Mobile: (310) 883 4313
>> Web: www.thefoundry.co.uk
>> Email: [email protected]
>>
>>
>> _______________________________________________
>> Nuke-users mailing list
>> [email protected], http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>>
>>
>>
>> --
>> --
>> Deke Kincaid
>> Creative Specialist
>> The Foundry
>> Skype: dekekincaid
>> Tel:
>>
>>
>
> --
> --
> Deke Kincaid
> Creative Specialist
> The Foundry
> Skype: dekekincaid
> Tel: (310) 399 4555 - Mobile: (310) 883 4313
> Web: www.thefoundry.co.uk
> Email: [email protected]
>
>
> _______________________________________________
> Nuke-users mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
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