The vray normals pass is pretty useless. I think it may be camera normals. I haven't checked actually. I always make my own world normals pass with a sampler info node, and it works great in nuke.
If I need the bumpnormals, I have to make a weird isolated light setup though. R On Jan 2, 2014 12:19 AM, "Gary Jaeger" <[email protected]> wrote: > aha! I see what you did there. Thanks Frank! > > On Jan 1, 2014, at 9:09 PM, Frank Rueter <[email protected]> wrote: > > 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]> wrote: > > What happens if you reverse the normals in nuke? > On Jan 1, 2014 11:44 PM, "Gary Jaeger" <[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]> 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]> 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 <650%20728%207060> >> http://corestudio.com >> >> >> >> _______________________________________________ >> Nuke-users mailing [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 >> >> >> Gary Jaeger // Core Studio >> 249 Princeton Avenue >> Half Moon Bay, CA 94019 >> 650 728 7060 >> http://corestudio.com >> >> >> >> _______________________________________________ >> Nuke-users mailing [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 >> >> >> Gary Jaeger // Core Studio >> 249 Princeton Avenue >> Half Moon Bay, CA 94019 >> 650 728 7060 <650%20728%207060> >> http://corestudio.com >> >> >> _______________________________________________ >> 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 > > > Gary Jaeger // Core Studio > 249 Princeton Avenue > Half Moon Bay, CA 94019 > 650 728 7060 > http://corestudio.com > > > > _______________________________________________ > Nuke-users mailing [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 > > > Gary Jaeger // Core Studio > 249 Princeton Avenue > Half Moon Bay, CA 94019 > 650 728 7060 > http://corestudio.com > > > _______________________________________________ > 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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