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