Thanks Elias, 1/z is what the inverse depth button does. It doesn't solve the problem either. If I manage to solve this I'll report back.
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 12:08 PM, Elias Ericsson Rydberg < [email protected]> wrote: > 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 >> > > > _______________________________________________ > 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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