Render out a World Position pass

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Maximus
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Render out a World Position pass

Post by Maximus » 10 Aug 2012, 13:35

Hey, i was wondering if anyone knows how to render out this pass so called World Position
It should look like the leftmost image.

Image

Tryin to dig into Mental Ray nodes and modes but it doesnt come into mind how i could output such pass, any help would be appreciated.

Thanks, Max

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rray
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Re: Render out a World Position pass

Post by rray » 10 Aug 2012, 14:09

It's the "vector state" node, and "intersection point" in the properties (some scaling would be needed not to go over 1)
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Saturn
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Re: Render out a World Position pass

Post by Saturn » 15 Aug 2012, 17:40

make sure when you render a pworld pass to have set your output to exr 32 bits.
You want here precision as much as possible.

martindisenio
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Re: Render out a World Position pass

Post by martindisenio » 01 Nov 2012, 21:43

rray wrote:It's the "vector state" node, and "intersection point" in the properties (some scaling would be needed not to go over 1)

thanks. u'r right, but the "World space" don't look like a picture above.

You Know why?

caledonian_tartan
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Re: Render out a World Position pass

Post by caledonian_tartan » 02 Nov 2012, 11:25

hey
that's what i came up with.

my question is about the suggested rescale. if i don't rescale it looks like your eye space example.
if i set the rescale input values to -5 to 5 i get something more looking like the world space example.

but why -5 and 5? i don't know, i just put those numbers in, but i'm shure we could calculate those... (?)

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xsisupport
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Re: Render out a World Position pass

Post by xsisupport » 02 Nov 2012, 17:56

If you want the XYZ positions in the output, why do you rescale the color? Aren't you changing the XYZ coords stored in the RGB? If you load the rendered EXR into the FX Tree viewer and mouse over, you'll see the actual XYZ coordinates that are stored in RGB.
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