I'm working on a program where from an image, and using the z-buffer layer from the picture and the camera information, the program generates new camera angles or points of views from the same scene.
But I have a huge problem: As I use z-buffer for distance, and as 3d Studio Max 5 returns an antialiased z-buffer, the program interprets those pixels that are middle tones between black and white (due to antialiasing) as different positions in the space, so, that creates ugly results when the program tries to reconstruct the same scene from another point of view.
I need help: Does anybody knows how to get the z-buffer channel without antialiasing??? I have tried everything and it appears that its antialiasing is absolutely independent from the render settings.
Any help on how to solve this will be sooooo apreciated!! Thank you!
Regards,
Hutzz
But I have a huge problem: As I use z-buffer for distance, and as 3d Studio Max 5 returns an antialiased z-buffer, the program interprets those pixels that are middle tones between black and white (due to antialiasing) as different positions in the space, so, that creates ugly results when the program tries to reconstruct the same scene from another point of view.
I need help: Does anybody knows how to get the z-buffer channel without antialiasing??? I have tried everything and it appears that its antialiasing is absolutely independent from the render settings.
Any help on how to solve this will be sooooo apreciated!! Thank you!
Regards,
Hutzz
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