alessandro Posted March 20, 2017 Share Posted March 20, 2017 hi hi try to put the p_world pass in houdini,but i have the problem with this, if you look the render the pworld change the color,so i can use in nuke because the matte change from the first frame to the last can you help me ? thanks pmatte.hip Quote Link to comment Share on other sites More sharing options...
jon3de Posted March 20, 2017 Share Posted March 20, 2017 it changes colors because its going from negativ to positive values...should work in nuke. Btw. there is no need to change the shader in your case. Just tick on "Shading Position" in the Extra Image Planes Tab in your ROP. Quote Link to comment Share on other sites More sharing options...
alessandro Posted March 22, 2017 Author Share Posted March 22, 2017 Thanks Jon Can you explain my how ?sorry i m new entry on houdini Quote Link to comment Share on other sites More sharing options...
alessandro Posted March 22, 2017 Author Share Posted March 22, 2017 unfortunately if change the color change the alpha on Nuke Quote Link to comment Share on other sites More sharing options...
jon3de Posted March 22, 2017 Share Posted March 22, 2017 (edited) 3 hours ago, alessandro said: unfortunately if change the color change the alpha on Nuke hm...either it´s your english or my ( quite possible ) but I don´t get your problem at all. The alpha has nothing to do with this so far. You can use the position pass to get the world position of each pixel. Inspect each channel (r,g,b) of this layer in nuke by its own. This gives you some clarity I think. ( be aware of that some pixel of the image will be just black because they have negative values ) Jon Edited March 22, 2017 by jon3de Quote Link to comment Share on other sites More sharing options...
alessandro Posted March 22, 2017 Author Share Posted March 22, 2017 http://erwanleroy.com/create-position-reference-pref-pass-in-vray-for-maya/ i would like recrete this on houdini pass Quote Link to comment Share on other sites More sharing options...
jon3de Posted March 22, 2017 Share Posted March 22, 2017 I will respond later more in detail because I am on the move. I had a quick glance at you link. I think you can store the @P in a custom attribute e.g. "@Pref" at the beginning of your animation and use this in your render element. The values will stick to the object now. Or export the @Prest attribute from vops with a relative to bounding box VOP. Gives you more fitting values straight out of mantra. Should work. I can do an example file later if there should´t already be one kind regards Quote Link to comment Share on other sites More sharing options...
jon3de Posted March 22, 2017 Share Posted March 22, 2017 (edited) Thats at least how I would have done it. Dont know if its the best or fastest method. Create attribute from relbounding box and use the values in extra image plane. pRest.hiplc Edited March 22, 2017 by jon3de Quote Link to comment Share on other sites More sharing options...
alessandro Posted March 23, 2017 Author Share Posted March 23, 2017 Hi Jon thanks for your time, i have this error when open your script i cant see the render just the beauty, alessandrovfx@gmail.com this is my email if you have time thanks Quote Link to comment Share on other sites More sharing options...
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