Come to think of it, it was rendered with VRay in Maya. And I can't get this to work. See attached image.
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 9:58 AM, Elias Ericsson Rydberg < [email protected]> wrote: > Ron, that depends on what renderer i chosen in Maya. By default the > software renderer is used, but mental ray is also available. You could > probably determine what it outputs by looking at the pass. Is far points > larger values than near points? In some renderers eg. V-Ray you can use > different setting. Such as mapping arbitrary values to 0-1. I don't know > why you would ever do that, but you can. > > Cheers, > Elias > > 5 dec 2013 kl. 08:38 skrev Ron Ganbar <[email protected]>: > > 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 >> > > _______________________________________________ > 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 >
<<attachment: depth.jpg>>
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