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  • Render Height map?

    Hello, it's me again with the zillion questions.

    We are a game studio looking for ways to creatively use phoenix for games. One thing we need to do is render out a height map of the water created by phoenix so we can use it for distortion maps for more realistic game water. This is proving to be a bit difficult however, due to the nature of cameras and zdepth.

    Here is an image. Click image for larger version

Name:	Zdepth.jpg
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    What I need to do is render a zdepth or height map without the darkening in the corners. It's darkening because of the distance change from the lens across the image, and I get that. Is there some way to turn this off? Or.. is there another way I should do this to get the result I want?

    I considered setting my camera way way far away and zooming but seems like a bad solution. Anyone have any ideas?

    Also tried render to texture but it doesn't like it. Thanks for any tips!

    AJ

  • #2
    interesting question
    what about to put the camera above the water and to export the z channel?
    ______________________________________________
    VRScans developer

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    • #3
      What about planar mapping water from the side with gradient? That way you could have "height map" as a texture.
      Lasse Kilpia
      VFX Artist
      Post Control Helsinki

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      • #4
        Hope to make vray vector displacement mod to get a map from phx...
        I just can't seem to trust myself
        So what chance does that leave, for anyone else?
        ---------------------------------------------------------
        CG Artist

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        • #5
          Excellent ideas fellas. The image I posted is actually a zdepth rendered from vray, but as you can see the edges get a bit dark. When you say export the zchannel... did you mean zdepth? I apologize for the misunderstanding if the zchannel is different from zdepth.

          IF I planar mapped it from the side, that may not work out because its the ripples and little wakelets that I was hoping to capture for distortion in UDK. But maybe I misunderstand... is there something I can do there?

          Thank you all for your time and patience,
          AJ

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          • #6
            well, use parallel projection to avoid this, when i tested the idea i did it automatically without any thoughts what exactly is stored in the frame buffer, the depth or the distance. the parallel projection makes them equal
            ______________________________________________
            VRScans developer

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            • #7
              Interesting. I'm new to the concept, I assume that means that you just create a camera that is very far away and zoom in so that there is almost a parallel projection? Or is there a switch somewhere in the F10->Vray->Camera options?

              At work we use vray 1.5, but I also own it at home in 2.0 form if that is necessary. Thanks again for your help.

              Edit: I was thinking maybe I could just render from an ortho view and use the exposure control.
              Last edited by SUPERGENIUS; 10-04-2013, 03:13 PM.

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              • #8
                yes, an ortho view does the trick
                ______________________________________________
                VRScans developer

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                • #9
                  The more I learn about 3D (and it's been 12 years) the more I come to the conclusion that simplicity is the key. Thank you for your help here, this worked well.

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