P pass in blender?

Hi guys i need a P pass for normal map relighting in nuke. I dont see it in blender, or is it called by a different name?

thanks.

I don’t think a position / point pass is possible from blender internal. BI has nor and vector you can adjust lighting with the nor but whether it’s what you want I don’t know. Aqsis or Pixie might be an option being Renderman spec and accessible from blender using Mosaic. It’s well beyond me. Good luck.

http://www.blender.org/development/release-logs/blender-243/render-passes/

http://www.blendertorenderman.org/search/label/passes

thank you yellow.

For my own edification, what does a position pass show? The original 3D coordinates of the surface on each pixel? That wouldn’t be hard to include in the renderer if it’s useful to a compositing workflow. Actually, it would make things like ScreenSpace Global Illumination a lot easier!

using the p pass and a normals pass you can position lights in 3d space when compositing.

i get it with renderman for maya usually.

it looks like this:
http://img246.imageshack.us/img246/9391/ppass.png

It’s a relighting technique using 3D point data from x,y,z vectors in global space to relight 2D, sort of 2.5D. i think. hehe

Item 3. Movies 1 to 3

http://www.thefoundry.co.uk/pkg_training.aspx?ui=CBC2593A-2C9F-4EF9-84BE-C198B0171453

EDIT

Simultaneous posting. :slight_smile:

Okay. I see what’s going on. It IS what I did in the SSGI node – recompute the original 3D coords of each pixel in the render, then apply a GI solution based on normals. But you’re right a position pass would make this sort of thing super easy in the compositor. Would be very helpful IMHO. I’ll see how hard it is to pass the coords on to a render pass. If it doesn’t take too much coding time, I’ll see what I can do.

Could you use a node setup to render the angle from the camera against a single texture with file output?

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