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
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
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
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