I like it.

-- -
pixel:muncher

> On May 27, 2015, at 11:27 PM, Michael Garrett <[email protected]> wrote:
> 
> Sorry for the late reply. Did you find a solution? I misunderstood what you 
> were describing. The expression method I mentioned doesn't fix that scenario, 
> what it does is delete deep samples wherever a given channel has zero 
> samples. 
> 
> I agree, having multiple deep samples in this way is wasteful when you're 
> just dealing with discrete opaque objects. I've run into this issue big-time 
> with Mantra a while back but it's the same thing you describe in Nuke: lots 
> of sample bloat in non-overlapping opaque deep images (non-volumetric) where 
> the only transparency was from AA and motion blur, so it seems there should 
> be the option to have only one deep sample where the surface is opaque and 
> facing camera, since you don't want to comp it into a volume or have it 
> intersect with another object. Things become more complicated with glancing 
> angles but with broad surfaces facing camera, some compression could be 
> applied. 
> 
> Basically I'm describing a kind of fresnel/facing ratio-based deep sample 
> compression. It seems like it would need to be something the render engine 
> figures out, rather than a post process. I did kind of get it working as a 
> comp-based solution, but it led to a little bit of aliasing due to the number 
> of dropped samples.
> 
> Cheers,
> Michael
> 
>> On 2 May 2015 at 12:22, Hugo Léveillé <[email protected]> wrote:
>> If you just put a simple sphere with antialiasing to high and that you use 
>> the deep sample, you'll see some random pixel sample with multiple samples 
>> right in the middle of the sphere. And if you use multisamples with a moving 
>> camera, then all samples are just crazy.
>> 
>> Do you have a exemple of that deep expression?
>> 'Thanks
>> 
>> Sent from my iPad
>> 
>>> On Apr 23, 2015, at 8:44 PM, Michael Garrett <[email protected]> wrote:
>>> 
>>> Ooh I didn't know about those nodes...thanks for pointing them out.
>>> 
>>>> On 22 April 2015 at 23:37, Marten Blumen <[email protected]> wrote:
>>>> Do you have an example where 100% opaque front pixels don't drop samples? 
>>>> Just ran a quick test and it appeared to do that automatically in Nuke 
>>>> 9.05 when using DeepToPoints post Scanline.
>>>> 
>>>> There are hidden DeepDeOverlap, DeepOmit & Deep Clip Z nodes available 
>>>> after updating that may try to do something you're after.
>>>> 
>>>>> On 22 April 2015 at 13:29, Michael Garrett <[email protected]> wrote:
>>>>> I don't have Nuke open, but is there not a "drop zero opacity samples" 
>>>>> checkbox on the ScanlineRender deep tab?
>>>>> 
>>>>> If not, the workaround that has worked for me is to run an expression 
>>>>> with DeepExpression that pushes the location of any deep samples with 
>>>>> zero alpha behind the camera frustum, then use a DeepCrop to get rid of 
>>>>> them. Hope that helps.
>>>>> 
>>>>> Cheers,
>>>>> Michael
>>>>> 
>>>>>> On 21 April 2015 at 21:18, Hugo Léveillé <[email protected]> wrote:
>>>>>> Hi
>>>>>> 
>>>>>> Is there a way to drop deep samples in renders made in nuke's scanline
>>>>>> when front pixel is 100% opaque? Cause as soon as you add some motion
>>>>>> blur in your scanline, deep samples get crazy and make a very huge file.
>>>>>> 
>>>>>> thanks
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>>>>> 
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