Basic PresenZ Node Network in Houdini
This documentation describes the workflow and interconnection of PresenZ nodes within a Houdini network designed for processing and combining stereoscopic 3D renders.
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The PresenZ Node Network setup in Houdini.
Network Overview
The network consists of separate branches for processing the left and right eye data, which are ultimately combined to produce a stereoscopic 3D output. The left eye data is processed through one branch, while the right eye data is processed through a parallel branch.
Left Eye Branch
Load PresenZ Nodes: Two nodes named modelvillage_v03_L_block0 and modelvillage_v03_L_block1 are used to import the left eye’s point cloud data.
Merge Node: A merge node labeled merge1 consolidates the point cloud data from the two Load PresenZ nodes.
Right Eye Branch
Load PresenZ Nodes: Similar to the left eye branch, two nodes named modelvillage_v03_R_block0 and modelvillage_v03_R_block1 load the right eye’s point cloud data.
Merge Node: Another merge node labeled merge2 combines the point cloud data from the right eye’s Load PresenZ nodes.
Combining Left and Right Eye Data
PresenZ Combine Node: The prz_combine_LR node takes the merged output from both the left and right eye branches. It is specifically designed to handle stereoscopic data, ensuring the point clouds are combined in a way that preserves the spatial and visual integrity of the stereoscopic effect.
Final Output
PresenZ Write Node: The final node in the network, prz_writer1, is responsible for writing the combined stereoscopic point cloud data to a przRender file or prz file, suitable for playback or further processing.
Caching
When working with sequences, we recommand using a houdini cache or file caching node after the prz_combine node -or the merge node if only the left eye is necessary- to optimize the evaluation of the network.
Color Management
The point cloud color data is in a linear/ACEScg color space. In order to preview the color properly in the Houdini viewport, please make sure that the setup does a proper linear to sRGB correction.
The color correction panel can be found here. Please consult the Houdini documentation for OCIO management. By default, Houdini will use a gamma 2.2 correction that is mostly correct.
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