Hi David,

as Deke said "Deep compositing" is sth different in Nuke.
Deep Images truely store multiple depth samples in a pixel, so you can extract different mattes from it and correctly merge fog around a character for example. Deep Images are huge in filesize compared to 32bit exrs.
Pointworld however stores the xyz coordinates per pixel.
To my knowledge there is no "tool" that works like a Zmerge with pointworld data. But you can convert pointworld into depth if you have the camera available. Cameraspace is what is important to determine if an object is in front of another, hence deepimage data is a much better depth pass. Then you can use a zmerge to comp them together, but with strong limitations and edge problems, as Deke pointed out.

We use pointworld data to extract masks, all tools from Ivan are pretty neat and on nukepedia.
P Matte, P Ramp, P Noise
Important is to keep the pointworld in 32bi.

Hope this helps a bit.

Johannes



On 07/24/2014 03:57 AM, David Rutherford wrote:
I have searched pretty thoroughly but so far I have not been able to find any information on how to use a world position pass to comp two CG objects together. I have a bunch of test objects rendered with a separate beauty pass and a world position pass and a particle cloud rendered with an embedded world position pass. I want to comp them together so that the particles are merged correctly surrounding the objects both in front and behind. The goal is to do away with hold outs in the particle render.

What is the work-flow for doing this. Do I need more than the world position pass? Is this what is labelled "deep" compositing or is this actually something else.
Any pointers, tips or a link to a tutorial would be greatly appreciated.

David.



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