Thanks for this, Colin.


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 4:28 PM, Colin Doncaster
<[email protected]>wrote:

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