

Import into After Effects and use these passes with Pixel Cloud as you normally would. You need to make sure that UVs are completely unfolded and not flipped, otherwise the command may not work. Create and texture your position pass as normal and use Batch Bake t0 create 32-bit floating point tiffs for each pass.

The application of this technique is quite simple.

This reference could be useful when visualizing a composite. Although you cannot create image sequences in this way, you can create a working reference of the CG model from all angles. Maya’s Batch Bake function allows you to do this, with it’s support for baking 32-bit texture maps. Using this technique, you can create a point cloud not just from the view of the camera, but from all textured points on the model. Last night, I was experimenting with outputting a PPass and a Normal Pass as a UV texture from within Maya. In order to make sure the composite works, it helps to visualize how it may look within a 3D space. Although, I may not have the need to relight a 3D render, I am compositing it with another pass or a background. More and more, I am using Pixel Cloud as a visualization tool.
