Elias, 1/z does not normalize depth to 0-1. Any values with depth < 1 will have values > 1 when inverted.
IMO, the main benefit of treating depth as 1/z is that you don't have to deal with "infinity" values for empty areas. On Wed, Dec 4, 2013 at 5:02 PM, Elias Ericsson Rydberg < [email protected]> wrote: > 1/z would make sense to me as it would fit an arbitrariily deep map in a > 0-1 space. Any point in the pass would be easily visualised with nukes > viewer tools, exposure mainly ofc. Although I'm a fan of having absolute > values, 1/z has it's benefits. > > Cheers, > Elias > > 5 dec 2013 kl. 00:49 skrev Deke Kincaid <[email protected]>: > > 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 >> > > _______________________________________________ > 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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