which isn't always possible. Think about a rotating head where the nose
occludes parts of the cheeks etc.
With the "flat" STMap you get nasty edges in those areas whereas a
DeepSTMap could solve that (with the right image data coming in).
On 18/02/16 12:34 pm, Ryan O'Phelan wrote:
Wow, that would be a great solution. I suppose the alternative is to
do each object UV separately and then comp them after the STmap.
R
On Wed, Feb 17, 2016 at 6:24 PM, Frank Rueter|OHUfx <[email protected]
<mailto:[email protected]>> wrote:
Slightly OT but somewhat related (especially to Ryan's post):
This is why a DeepUVMap node would be great. With that you can
render deep ST maps from whatever software and have high quality
STMap workflow in Nuke without any aliasing in areas where geo
overlaps itself.
On 18/02/16 12:15 pm, Ryan O'Phelan wrote:
Maybe there's anti-aliasing on the edges? If we use UV maps, we
make sure there is no filter when rendered, or you will get junk
on the edges.
On Wed, Feb 17, 2016 at 5:52 PM, Daniel Stein
<[email protected]
<mailto:[email protected]>> wrote:
What image format are you using? Mocha Pro will output 32-bit
float distortion maps as long as you write to a format that
supports it. I know Mocha supports tif/dpx for sure which
would both work, I'd choose exr if it was available but
haven't used Mocha in quite a while.
The loss of precision at 16-bit may not seem like a big deal
but it nearly always causes artifacts.
Ripped straight from Imagineer systems documentation:
Distortion maps must be 32 bit floats, so TIF or DPX will
be the best options
On 17 February 2016 at 16:40, Nick Guth <[email protected]
<mailto:[email protected]>> wrote:
I've tried centering inside of mocha using it's
'calibrate center' method, but it didn't seem to affect
the image. Offsetting in nuke does make it a tiny bit
smoother, but I think that's because the image is being
filtered by the transform. Hmm.
On Wed, Feb 17, 2016 at 1:19 PM, Elias Ericsson Rydberg
<[email protected]
<mailto:[email protected]>> wrote:
16-bit does have a few bits less of precision (pun
intended), but I wouldn't think it would cause
aliasing. I haven't used mocha extensively, so I can
only guess. It's not one of those cases where you
have offset X and Y by 0.5 pixels or something?
Den 17 feb 2016 8:49 em skrev "Nick Guth"
<[email protected] <mailto:[email protected]>>:
Mocha seems to kick out 16bit distortion maps and
I don't see any options to up that 32bit. When
I'm using the maps in nuke I get really hard
aliased edges. Blurring the map 3 pixels seems to
help a little.
Anyone have luck with smooth transitions from
mocha distortion maps?
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