Hi guys,
thanks for the discussion.
I assumed 1/z myself, as that's what's coming out of the scanlinerender
node.

So what does Maya render? According to the ZDefocus node it renders -1/z.
So do I just multiply by -1?



Ron Ganbar
email: [email protected]
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Thu, Dec 5, 2013 at 8:22 AM, Elias Ericsson Rydberg <
[email protected]> wrote:

> Ivan, you are of course correct. I shouldn't do math right before bed and
> allow myself to have a mind lapse like that. However, all values would be
> fit into 0-1 as long as the near value is more than 1m.
> Come to think of it, values of 1-20m becomes 1-0,05, a very viewable
> range. And pretty common distance range (from camera). I'm excluding huge
> crane shots and heli shots here. The infinity "feature" sure is handy as
> well!
>
> Cheers,
> Elias Ericsson Rydberg
>
> 5 dec 2013 kl. 02:31 skrev Ivan Busquets <[email protected]>:
>
> 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
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>>>>> 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]
>>>>
>>>>
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