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]
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
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