I believe the VRay Z depth render element lets the user specify what depth is 
black (near) and what depth is white (far) - so I’m guessing you’ll have to 
chat with your CG department to find out what they’re delivering. 

On Dec 5, 2013, at 7:50 AM, Ron Ganbar <[email protected]> wrote:

> 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]  
>>>> 
>>>> 
>>>> _______________________________________________
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>>>> 
>>>> 
>>>> -- 
>>>> --
>>>> 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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