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 >>>>> [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 >> > > _______________________________________________ > 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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