Re: [Nuke-users] Rotating position passes

2011-07-24 Thread Ron Ganbar
The reason I wanted it is that I had a world position pass where the angles of the X and Z axis didn't fit the geometry, and in the end helped very little. Rotating the p pass made the axis align and so was then a lot more useful. Cheers, Ron Ganbar email: ron...@gmail.com tel: +44 (0)7968 007

Re: [Nuke-users] Rotating position passes

2011-07-23 Thread matt estela
It was to cheat a worldspace z-pass. In this shot the camera was animating back and forward with a character, and our default z-aov is in camera space, so it would animate too. We needed a worldspace z-pass, but rather than hassle the shader guys, we could take P-world, use Michaels trick to

Re: [Nuke-users] Rotating position passes

2011-07-22 Thread Ryan O'Phelan
I'm just curious. Are you moving a volumetric matte, and want to be able to move it on, say the z axis, but the 3d team made the scene from the side or at an angle? Is that the issue? On Jul 22, 2011 10:05 PM, Tim BOWMAN netherlo...@gmail.com wrote: Wow -- me too! And right now, too! Thanks

Re: [Nuke-users] Rotating position passes

2011-07-21 Thread matt estela
Fantastic, needed this RIGHT NOW, excellent timing. :) -matt On 21 July 2011 23:55, Michael Garrett michaeld...@gmail.com wrote: Yes, it can be done. Just plug this into your position pass and change the input channels if necessary: set cut_paste_input [stack 0] version 6.2 v1 push