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]
>>>>
>>>>
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>>>>
>>>>
>>>>
>>>> --
>>>> --
>>>> 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]
>>>
>>>
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>>
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