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.
>
>
>
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-- 
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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