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]
>>>>>>>>>
>>>>>>>>>
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>>>>>>>>
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