How To Work With Cinema 4ds Position Pass In Fusion
Posted 07 February 2014 - 06:22 PM
has anybody here succeeded in getting the position pass that c4d exports to work?
I try to connect the position pass with the camera export via the ztoworld tool. But the tool somehow doesn´t accept the position pass image.
Another thing that I got aware of is: the colors of the pass look different to the position pass images in the eyeon videos.
Much more green and cyan.
Has anybody an idea how to convert the image into the right format?
P.S.: somehow uploading of the image doesn´t work
Posted 07 February 2014 - 08:32 PM
but since c4d Version 13, there is a position pass exporter natively in cinema4d.
The problem is, that I simply don´t get it to work in ZtoWorld.
I tried to generate a z-buffer out of a position pass and a camera (both exported from c4d) using the worldtoZ button.
Problem is, that the tool turns redlighted at the moment i connect the loader with the position pass to it.
The position pass is 32 bit tif format.
I am simply stuck at this point.
Posted 07 February 2014 - 08:57 PM
X Position to R, Y Position to G, Z Position to B
Posted 08 February 2014 - 04:47 AM
It would certainly help to have a screenshot of the pass, maybe you can upload one to postimage.org or some other hosting site. The values need to be positive and negative float.
And then: what do you need the ztoworld tool for? It creates a position pass from a depth channel.
Posted 08 February 2014 - 06:59 AM
Now the only question is which color channel belongs to which direction.
I´ve put the position pass image on my hidrive account, here´s the link
Isn´t there a standard which color should be linked to which axis?
(Answering your question why I use the ZtoWorld tool at all: I just forgot to render out a z buffer, so I try to get a z channel by converting the position pass and the camera to one, using the ZtoWorld tool. The animation is very long so I try to avoid rerendering. Simply no free rendermachine at the moment)
Thanks for your help
Posted 08 February 2014 - 09:29 AM
The standard is R = X, G = Y, B = Z. But one source of problems is the fact that 3D apps are using different coordinate systems. Fusion is Y up, Maya as well, but 3D Studio Max is Z up. I don't know what Cinema is using. There's a converter macro on vfxpedia for Z-Up to Y-Up if you need it.
Posted 08 February 2014 - 10:31 AM
Posted 08 February 2014 - 11:48 AM
Can you render EXRs and see if that problem persists?
Posted 08 February 2014 - 11:56 AM
Posted 09 February 2014 - 04:20 AM
Position pass settings in C4d were on the wrong scaling (had to be 0.01 instead of default 1, which I don´t really understand, cause the scene had real life measures)
Z direction had to be set to inverted
Posted 09 February 2014 - 05:06 AM
Inverted Z... seems like indeed Cinema4D's coordinate system is a left-handed one. Man, there are as many coordinate systems out there as there are 3D applications. Why is that?!
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