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]
>>>>>
>>>>>
>>>>> _______________________________________________
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<<attachment: depth.jpg>>

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