From the course: Nuke New Features Consolidated

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DepthToPosition: Creating a position pass from a depth channel

DepthToPosition: Creating a position pass from a depth channel - Nuke Tutorial

From the course: Nuke New Features Consolidated

DepthToPosition: Creating a position pass from a depth channel

- [Instructor] The all new Depth To Position node takes 3D camera information, puts an image with a depth channel to calculate the X, Y, and Z position of each pixel in the image. The result is called a position pass. Now, these files here you'll find in our tutorial assets. So, I've set up a 3D scene with my 3D geometry and a camera. Just the basics here. Let's take a look at the 2D render. So, coming out of the scan line render node, I have my RGB image with the alpha channel, plus a depth Z channel. The nuke scan line render node outputs a depth Z channel automatically. We can see the depth Z channel better if I adjust the viewer gama and the game. There ya go. Okay, back to the RGB layer. And reset my viewer settings. Okay, let's add the depth position node. We'll go to the 3D tab, pop-up, depth to position, and insert the node right after the scan line render node. Let me dial this down here and hook up our camera. So, this is our position pass. The RGB channels are filled with…

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