If you're using 32-bit float for depth, why do you need to normalize at all? Doesn't that defeat the purpose?
On Wed, Mar 14, 2012 at 2:38 PM, Paul Miller <p...@fxtech.com> wrote: > On 3/14/2012 3:46 PM, Christopher Horvath wrote: > >> If the depths are floating point values, they can simply be in "real >> world" units, and do not need to be normalized. >> >> However, 16-bit floats are not really sufficient for "real-world" depth >> data, with units in feet, meters, or centimeters. When used as an input >> to something like a depth-based fogging node in Nuke or Shake, you'll >> see noticeable banding for a scene of the scale of a building or larger. >> >> If you can make it so that the 'z' plane is 32-bit float, with the rest >> being whatever precision you need for R,G,B,A - it will improve the >> "depth-based fog in comp" kind of usage considerably. >> >> If you do want to normalize the depths, you could put the near & far >> values into the header's metadata. >> > > Oh good idea. I'll be normalizing my values, but everything is float. > > > > ______________________________**_________________ > Openexr-devel mailing list > Openexr-devel@nongnu.org > https://lists.nongnu.org/**mailman/listinfo/openexr-devel<https://lists.nongnu.org/mailman/listinfo/openexr-devel> > -- I think this situation absolutely requires that a really futile and stupid gesture be done on somebody's part. And we're just the guys to do it.
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