try this to invert normals.X (PositionToPoints to see what is going on with viewer set to display point normals):

set cut_paste_input [stack 0]
version 8.0 v1
Read {
 inputs 0
 file "\[file dirname \[value root.name]]/footage/sphere2.exr"
 format "640 480 0 0 640 480 1 PC_Video"
 origset true
 on_error "nearest frame"
 name Read2
 selected true
 xpos 374
 ypos -233
}
add_layer {normals normals.X normals.Y normals.Z}
Expression {
 channel0 {normals.X -normals.Y -normals.Z}
 expr0 -normals.X
 channel1 none
 expr1 normals.Y
 channel2 none
 expr2 normals.Z
 name Expression1
 selected true
 xpos 374
 ypos -149
}
add_layer {xyzWPP xyzWPP.red xyzWPP.green xyzWPP.blue}
PositionToPoints2 {
 display textured
 render_mode textured
 P_channel xyzWPP
 N_channel normals
 name PositionToPoints1
 selected true
 xpos 521
 ypos -112
}




On 02/01/14 18:00, Gary Jaeger wrote:
seems like funky stuff, but take a look if you're so inclined. link below. I assume you mean to use an Invert node? I've tried but can't get it right. The file below has a light and camera in the same position as maya. simple sphere. Thanks Frank

https://dl.dropboxusercontent.com/u/4327868/relight.zip


On Jan 1, 2014, at 8:46 PM, Randy Little <[email protected] <mailto:[email protected]>> wrote:

What happens if you reverse the normals in nuke?

On Jan 1, 2014 11:44 PM, "Gary Jaeger" <[email protected] <mailto:[email protected]>> wrote:

    I see. I think. It's from maya (which is Y up) and vray but I'll
    just have to experiment

    On Jan 1, 2014, at 8:34 PM, Frank Rueter <[email protected]
    <mailto:[email protected]>> wrote:

    Well, if you export from a "z up" system you might have to swap
    the green and blue channels, and if you are importing from a
    left handed coordinate system you will have to invert red I think.

    >>And point positions are worldspace, right?
    Depends on what the shader is doing. They might be in camera space.


    On 02/01/14 17:30, Gary Jaeger wrote:
    Thanks Frank. That's what I figured but I couldn't find a
    combination that worked right. It would be in invert, and not a
    swap, right? And point positions are worldspace, right?

    On Jan 1, 2014, at 7:49 PM, Frank Rueter <[email protected]
    <mailto:[email protected]>> wrote:

    That does sound like you need to munge the VRay normals.
    I think that is exactly what I did in the past but it's been
    to long, I can't remember the details.

    If up is down and left is right, it sounds like you just need
    to invert your normals pass' red and green channels.
    This could be caused by a z up vs y up coordinate system in
    your 3D setup (i.e. 3dsMax) and a left vs right hand
    coordinate system.





    On 02/01/14 16:30, Gary Jaeger wrote:
    I'm experimenting with Relight. It's cool, but it looks to me
    like something is reversed. If I put a light that I know
    should be upper right, the lower left gets illuminated. Maybe
    normals reversed or something? these are passes from vray.
    Anybody run into this?


    Gary Jaeger // Core Studio
    249 Princeton Avenue
    Half Moon Bay, CA 94019
    650 728 7060 <tel:650%20728%207060>
    http://corestudio.com <http://corestudio.com/>



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    Gary Jaeger // Core Studio
    249 Princeton Avenue
    Half Moon Bay, CA 94019
    650 728 7060 <tel:650%20728%207060>
    http://corestudio.com <http://corestudio.com/>



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    Gary Jaeger // Core Studio
    249 Princeton Avenue
    Half Moon Bay, CA 94019
    650 728 7060 <tel:650%20728%207060>
    http://corestudio.com <http://corestudio.com/>


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Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060 <tel:650%20728%207060>
http://corestudio.com <http://corestudio.com/>



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