Author Topic: weird worldPosition  (Read 3262 times)

2014-11-04, 05:03:39

dubiella

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Hi!... Anyone have idea why I can't get this PositionToPoints right?

Thnx!
« Last Edit: 2014-11-04, 05:17:52 by dubiella »
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2014-11-04, 10:06:33
Reply #1

racoonart

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Looks like the wpp info is returned in absolute values (no "black" pixels here, indicating negative position values). That would also explain why all teapots are on the same position.
Try to move the whole plane and everything on it in one positive quarter (+x +y +z) and see if that works.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-11-04, 19:04:12
Reply #2

borisquezadaa

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A quick question...
What is this map used for?. A prectical example?... I'll start to searchh in google cause have no clue.
What i do with Corona My Corona post of random stuff rendering
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2014-11-04, 21:05:01
Reply #3

racoonart

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Attached an image of how it should be looking (left). Unfortunately, when saved, it looks like your image in the first post (right). When you normalize it, it's obvious that values that should be negative are positive (2nd attachment)

I'll report it as a bug.

@borisquezadaa:
each pixel in the pass represents the position of this pixel in 3d space (rgb = xyz). It's useful for all kinds of stuff, for instance fog in compositing or masking in 3d space (awesome) .
« Last Edit: 2014-11-04, 21:11:07 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2014-11-05, 04:00:07
Reply #4

borisquezadaa

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Now i get it. rgb->xyz. Thanks for the explanation.
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2014-11-05, 05:38:52
Reply #5

dubiella

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@DeadClown, You right! only generated positive values...
do you think probably is bug?
Who do you normalize? I've been trying on nuke with several nodes, without success.

But Thanx DeadClown!

@borisquezadaa, I wanted for make several masks, I have this one complex scene(like a city), they I have to merge with other layer(people), so... my hope was use this to get a perfect combination, like deep composite.
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2014-11-05, 13:07:09
Reply #6

racoonart

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do you think probably is bug?
Yes, and I already reported it in mantis ;)

Who do you normalize? I've been trying on nuke with several nodes, without success.
Fusion has a button for in the viewport controls, so you can view normalized output without creating any nodes. I don't know nuke enough to say anything about it but you should be able to do it with any tool that has a Levels control.
Any sufficiently advanced bug is indistinguishable from a feature.