Thanks for the answer

Am 18.03.2016 um 05:16 schrieb Nick Guth:
*Hi all,*

Just to follow up. I spoke with the folks at Imagineer and they said the issues with distortion maps were fixed in v4, but it's possible that exr's are still affected. Tiff's are being rendered correctly from Mocha Pro v4 at 32-bit and the aliasing problem has disappeared.

Cheers.

On Tue, Mar 15, 2016 at 3:26 PM, Nick Guth <nick.g...@gmail.com <mailto:nick.g...@gmail.com>> wrote:

    I agree, it /should/ be 32-bit, but I don't see that option inside
    of Mocha and nuke is giving me 16-bit half-float metadata on those
    files. Time to contact imagineer!

    On Mon, Mar 14, 2016 at 1:28 PM, Michael Clarke
    <mclark...@gmail.com <mailto:mclark...@gmail.com>> wrote:

        You should use 32bit exr, that should solve your problem, I
        used to get that a lot when working with STMAPS, but once I
        started using exr at 32bit, life became much much better


        On Wed, Feb 17, 2016 at 7:58 PM, Michael Garrett
        <michaeld...@gmail.com <mailto:michaeld...@gmail.com>> wrote:

            I forgot to add that in this scenario I would do a deep
            recolour with the UV remapped image onto the deep opacity
            it was extracted from, and then I get the transparency/AA
            back.

            On 17 February 2016 at 19:20, Michael Garrett
            <michaeld...@gmail.com <mailto:michaeld...@gmail.com>> wrote:

                Thanks for bringing up deep UV maps again Frank. I am
                so looking forward to being able to do true deep
                camera projection with just a deep opacity image and
                Nuke camera as the input!

                I know some places have the tools, but as a workaround
                with some of the benefits, I've deep unpremulted the
                opacity out, flattened it then used a regular STMap
                node. This saves the need for an unfiltered data pass.
                Then I added the motion blur back in with VectorBlur,
                using the flattened deep opacity as my Zdepth source.



                On 17 February 2016 at 18:36, Frank Rueter|OHUfx
                <fr...@ohufx.com <mailto:fr...@ohufx.com>> wrote:

                    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 <fr...@ohufx.com
                    <mailto:fr...@ohufx.com>> 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 <daniel.st...@thefoundry.co.uk
                        <mailto:daniel.st...@thefoundry.co.uk>> 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
                            <nick.g...@gmail.com
                            <mailto:nick.g...@gmail.com>> 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
                                <elias.ericsson.rydb...@gmail.com
                                <mailto:elias.ericsson.rydb...@gmail.com>>
                                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" <nick.g...@gmail.com
                                    <mailto:nick.g...@gmail.com>>:

                                        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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