Re: [Nuke-users] Converting P to Z

2013-05-14 Thread Simon Björk
By pixel perfect I meant compared to a rendered Z. I'm having really high
values in my P pass (10), so it might be rounding off errors. I've
tried with both 16 and 32bit renders though.

*I've found the easiest way is to do a coordinate system transform from
world space to camera space then just take the Z channel. Note that,
depending on the shutter angle of the render vs the imported camera
keyframes that you may get a minor offset compared to rendering in camera.
*
*
*
Interesting. Do you have an example setup to share?

Cheers!


2013/5/13 Michael Garrett michaeld...@gmail.com

 Yes, it's worth taking note of that and it's caught me out in the past. If
 you take the vector from the camera position to any position coordinate in
 the scene you're getting the true distance, whereas a Zdepth image is just
 the z component of that distance.

 I've found the easiest way is to do a coordinate system transform from
 world space to camera space then just take the Z channel. Note that,
 depending on the shutter angle of the render vs the imported camera
 keyframes that you may get a minor offset compared to rendering in camera.

 Michael


 On 13 May 2013 09:41, Eetu Martola e...@undo.fi wrote:

 Most renderers write Z as orthogonal distance to the (extended)
 cameraplane, instead of the actual distance between the pixel position and
 camera center point. Is your perceived difference greater toward the image
 edges?

 eetu.



 On 13.5.2013 16:36, Steve Newbold wrote:

 Pixel perfect compared to what?  A depth pass from the same render as
 the world position pass?

 How far off are your values?  Can it be put down to rounding of the
 camera position from your 3D package or rounding on the pass values.  Is
 your depth pass 32bit float?  Other things to check are premultiplcation
 of the position pass from the renderer.

 Steve


 On 13/05/13 14:26, Simon Björk wrote:

 Hi all,

 I'm looking for a way to accurately converting a point position pass
 (world space) to a depth pass (camera space). I have a camera available.

 The following expression gets me close but not pixel perfect:

 set cut_paste_input [stack 0]
 version 7.0 v4
 push $cut_paste_input
 Expression {
  temp_name0 cx
  temp_expr0 shot_camera.translate.x-r
  temp_name1 cy
  temp_expr1 shot_camera.translate.y-g
  temp_name2 cz
  temp_expr2 shot_camera.translate.z-b
  temp_name3 dist
  temp_expr3 sqrt(cx*cx+cy*cy+cz*cz)
  channel0 rgba
  expr0 dist
  channel1 none
  name Expression7
  label convert p world to z-depth
  selected true
  xpos 266
  ypos -50
 }



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Re: [Nuke-users] Freeze transformation in nuke

2013-05-14 Thread Howard Jones
would writeGeo do it?

H


 From: Matan Arbel matanar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 14 May 2013, 9:30
Subject: [Nuke-users] Freeze transformation in nuke
 


Hey all. 


One thing I can't get my head around. 
In 3d programs u have the option to freeze/delete history if a transformation 
so u can animate things more easily. 

In nuke the use of axis or transformGeo nodes is a pain since u have have to 
connect your nodes from 0,0,0 of the world. 

Is there a script or a simple way to achieve it in nuke?

Thanks all. 

-- 
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Re: [Nuke-users] Re: Freeze transformation in nuke

2013-05-14 Thread Howard Jones
Ah Ok - I did write a local axis which is at the address below - this was for 
because I had fbx stereo cameras and I wanted to do a precise IO adjutment and 
found the jack no use for the reasons below.
Maybe that would help - break it apart and have a look, it's not rocket science 
otherwise I'd be building rockets.

There's probably better ways to do this though. Note you must select the node 
first, then create the node and it cant be copy pasted otherwise the transforms 
are incorrect.

http://www.nukepedia.com/python/3d/localaxis/


Cheers
Howard



 From: Matan Arbel matanar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 14 May 2013, 9:59
Subject: [Nuke-users] Re: Freeze transformation in nuke
 


Well. Maybe I'm not getting the hang of it. 

But because each transform adds to the transformations it can get harder to 
animate. 


Lets say I got an fbx from the 3d department. 
It has a card that sits where it should and its rotated 37.8337 on the z away 
from the camera. And I want to animate it so the z axis is facing the camera. 
Since the way it is now if I move it to the camera I need to move it on z and x 
together and that makes is hard to control the curves. 

Hope I got my point through

On Tuesday, May 14, 2013, Steve Newbold  wrote:

Not really sure why you need this?  The joy of a node based workflow is that 
you don't need to do things like freeze transforms.  Simply add another 
transform or axis node.

Your card is translated and rotated away from 0,0,0.  if you want to
move this further or rotate a specific amount relative to this, just
add another Translate between the object and the current transform. 
For this reason I very rarely do transforms in the actual geo
transform knobs.  As long as you put the transform nodes in the
correct order you won't have problems with things rotating around
0,0,0.

Steve

On 14/05/13 09:44, Matan Arbel wrote: 
How should a write geo do it? 
A write geo will write the object again. 


I wondered if there's an easy way to freeze the transformation. Lets say I 
have a card at 2.3,1,4
And it's rotations are 12.32 , 18 , 180. 
I want it to stay in the same place but the transformations to reset to 
0,0,0,  


Can I do this with the write geo without having to export an fbx?


Sorry for the noob questions :)

On Tuesday, May 14, 2013, Howard Jones wrote:

would writeGeo do it?



H 


 From: Matan Arbel matanar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 14 May 2013, 9:30
Subject: [Nuke-users] Freeze transformation in nuke
 


Hey all.  




One thing I can't get my head around. 
In 3d programs u have the option to freeze/delete history if a 
transformation so u can animate things more easily. 


In nuke the use of axis or transformGeo nodes is a pain since u have have to 
connect your nodes from 0,0,0 of the world. 


Is there a script or a simple way to achieve it in nuke?


Thanks all. 

-- 
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[Nuke-users] Re: Freeze transformation in nuke

2013-05-14 Thread Matan Arbel
When starting to add transformation geo and axis I usually end up with a
messy script which I hate ;)

And it started to get complicated when I have to start and align geo to
other geo and so on and on.

I'll try to build a set up that adds one transGeo to position one for
rotation and one for scale at my geo's local 0 point.

Other then that, the way nuke handles pivot and skew is a bit weird, that
when u move a pivot it moves the geo.

Thanks for the help guys ;)

On Tuesday, May 14, 2013, Steve Newbold wrote:

  i think this is what I was trying to say earlier, but in my pre-coffee
 state it might not have been very clear.  Also easy to wrap this up so you
 don't see additional transforms.

 Of course, this assumes that your object is coming in with
 transform/rotation curves?



 On 14/05/13 10:39, Ron Ganbar wrote:

 What you can do is use one axis to straighten your object then another to
 rotate. That will make the second axis conform to the object space.

  Ta
 R





 Ron Ganbar
 email: ron...@gmail.com javascript:_e({}, 'cvml', 'ron...@gmail.com');
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On 14 May 2013 12:35, Matan Arbel matanar...@gmail.comjavascript:_e({}, 
 'cvml', 'matanar...@gmail.com');
  wrote:

 Me too ;) is there a place where I can suggest it ?
 If nuke have such a cool 3d system. This will only add to it ;)


 On Tuesday, May 14, 2013, Howard Jones wrote:

   AltCtrl and drag moves the axis but I dont know a way to set
 rotation. I agree though that would be useful.

  Cheers
 Howard


  *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke

  I think a peter way to do what i want was the option to rotate the
 pivot of my axis.
 But as far as i know u can only move the pivot ( which usually moves
 your geometry ) or skewing it... which is the weirdest thing ever :]

 is there a way to rotate your axis without effecting the geo ?

 On Tue, May 14, 2013 at 12:12 PM, Howard Jones 
 mrhowardjo...@yahoo.comwrote:

  This essentially what the node I just outlined does in the other mail.


 Cheers
 Howard

   --
  *From:* Steve Newbold s...@dneg.com

 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
  *Sent:* Tuesday, 14 May 2013, 10:08
 *Subject:* Re: [Nuke-users] Re: Freeze transformation in nuke

  Ok, if the card is coming in with transforms then you could add a
 transform node directly after this that negates the transforms and puts it
 back at 0,0,0.  You can then add a transform node to do whatever you want
 based on the local axis and then a third transform node to put it back to
 the original position but with your additional transform.

 Essentially the first and last step are your 'freeze transform' and the
 transform in the middle are the values you would add had you zeroed out all
 the x,y,z and rotation values as in Maya, essentially in local space.

 Seems long winded but these scenarios crop up all the time.

 Steve

 On 14/05/13 09:59, Matan Arbel wrote:

 Well. Maybe I'm not getting the hang of it.

  But because each transform adds to the transformations it can get
 harder to animate.


  Lets say I got an fbx from the 3d department.
 It has a card that sits where it should and its rotated 37.8337 on the z
 away from the camera. And I want to animate it so the z axis is facing the
 camera. Since the way it is now if I move it to the camera I need to move
 it on z and x together and that makes is hard to control the curves.

  Hope I got my point through

 On Tuesday, May 14, 2013, Steve Newbold wrote:

  Not really sure why you need this?  The joy of a node based workflow is
 that you don't need to do things like freeze transforms.  Simply add
 another transform or axis node.

 Your card is translated and rotated away from 0,0,0.  if you want to
 move this further or rotate a specific amount relative to this, just add
 another Translate between the object and the current transform.  For this
 reason I very rarely do transforms in the actual geo transform knobs.  As
 long as you put the transform nodes in the correct order you won't have
 problems with things rotating around 0,0,0.

 Steve

 On 14/05/13 09:44, Matan Arbel wrote:

 How should a write geo do it?
 A write geo will write the object again.

  I wondered if there's an easy way to freeze the transformation. Lets
 say I have a card at 2.3,1,4
 And it's rotations are 12.32 , 18 , 180.
 I want it to stay in the same place but the transformations to reset to
 0,0,0,

  Can



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[Nuke-users] Re: Custom noise/shapes on roto edge/feather

2013-05-14 Thread Flares
Umm im assuming this is possible without python yes?



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