The values in your file appear to be distance between shaded point and the camera. You would have to use an expression node in nuke to convert it. I think the expression is simply: 1/<your_depth_channel>
All the best, Elias Ericsson Rydberg 2013/12/5 Ron Ganbar <[email protected]> > 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 >> > > > _______________________________________________ > 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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