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We will give FurryBall for free to all users, but without any Maintenace and Support.
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ymangolds
Post  Post subject: Tip: Using normal pass in Nuke (ReLighting PointClouds etc)  |  Posted: Thu May 12, 2016 4:22 am
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Joined: Fri Aug 17, 2012 8:23 am
Posts: 89

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:idea: Just figured something out and thought I'd share it for anyone who plans to use FB normal pass renders in Nuke for relighting etc.

Although things may appear to work properly when you plug a Normal and World Position renders from FB into a ReLight node in Nuke, it's actual wrong.
This is because FB uses a range from 0 to 1 to describe the axis/channels, while Nuke's ReLight (as well as other nodes requiring a normal pass like PositionToPoints etc) node is expecting a range of -1 to 1 for each axis/channel.
There's nothing wrong with the way FB renders the normal pass, it just means that it needs to be converted to the format Nuke expects it to be.
Which is easily done by adding a Multiply node with a value of 2, then an Add node with a value of -1 afterwards (note that the multiply needs to be BEFORE the add). Multiply and Add nodes can be found in nukes menu Color > Math.
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Jan_Tomanek
Post  Post subject: Re: Tip: Using normal pass in Nuke (ReLighting PointClouds e  |  Posted: Thu May 12, 2016 9:09 am
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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Thanks for great tutorial anf hint - we added you 30 Credit to your account. I know that you have a licence, but you can use Credit on the another computer for example.

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cgpower2008
Post  Post subject: Re: Tip: Using normal pass in Nuke (ReLighting PointClouds e  |  Posted: Fri May 13, 2016 6:02 am

Joined: Mon Nov 30, 2015 11:32 am
Posts: 67

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Jan_Tomanek wrote:
Thanks for great tutorial anf hint - we added you 30 Credit to your account. I know that you have a licence, but you can use Credit on the another computer for example.


this may be an Android :lol:


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