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