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 >> > > > _______________________________________________ > 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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