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
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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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>>>>>>
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