I just made it an 8bit jpg so it will be easy to send. I get 32bit float EXRs. It does look fine, but I can't get it to do the DepthToPoints like I succeed with the a Nuke ScanlineRender node. Maybe the camera scaling is wrong. I'll check. Thanks!
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 11:25 AM, Elias Ericsson Rydberg < [email protected]> wrote: > That's a 8-bit jpeg, is the files from 3D department jpegs? > > Other than that it sort of looks like I would expect it. The values become > bigger as they get further away from the camera. Possibly the values are > maya units from the camera, centimeters by default. > > Cheers, > Elias Ericsson Rydberg > > > 2013/12/5 Ron Ganbar <[email protected]> > >> 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 >>> >> >> >> _______________________________________________ >> 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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