yup, your right, long day, brain not working.  I converted my normalized
pass wrong, so it was giving me the inverse which appeared right. :)

--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk
Email: [email protected]


On Wed, Dec 4, 2013 at 6:31 PM, Ivan Busquets <[email protected]>wrote:

> 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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