Thanks guys, I also think we have a great community, and it's a pleasure to
share when possible, as much as it is to learn from everyone who
participates.
@Thorsten: thanks for the Windows compile. I'll upload it to Nukepedia as
well.
Cheers,
Ivan
On Fri, Mar 23, 2012 at 5:44 PM, Michael
Ivan,
If one doesn't alter camera clip planes and one understands inversion of
varying depth between maya, nuke and such... otherwise it's pretty
straightforward like Nathan's ?
Ari
Sent from my iPhone
On Mar 23, 2012, at 8:44 PM, Michael Garrett michaeld...@gmail.com wrote:
Totally agree
Sorry, that depth conversion question was for Michael, not Ivan... wrote too
fast.
Ari
Sent from my iPhone
On Mar 23, 2012, at 8:44 PM, Michael Garrett michaeld...@gmail.com wrote:
Totally agree it's made all the difference since the Shake days. Thanks Ivan
for contributing this (and all
Right, from memory it's doing this:
- construct ndc coordinates for x and y
- use depth for position.z in camera space
- use the camera projection matrix to convert ndc x and y to camera space
position x and y
- use camera transformation matrix to translate and rotate to position in world
space.