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Z-Buffer Antialiasing

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  • Z-Buffer Antialiasing

    Hi there....

    A while ago I was apple to antialias the Z-Buffer which makes 2D-Effects better. But I can't find out anymore how it worked... So, HELP!!!

    robert
    I'm registed believe me! Just miss that logo.

  • #2
    i always thought the z buffer shouldnt be antialiased as it would then generate incorrect depth values for edge pixels
    Digital Progression

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    • #3
      Actually, you can get an antialiased Z by 2 ways.

      1) Render it at x2 resolution. You'll get a lovely mipmap, then. Thats not so painfull if you render only Z without shadows, maps, etc...

      or

      2) Render it via a white fog applied on black objects or with a fallof set to "Distance blend"...

      The second option will let you keep your opacity maps into some slots to avoid the "Z square panel effect" on sprites. (the same bad effect than the one you get with atmospheres applying to the whole square and not only on the parts with alpha >0)

      Good news, vray is able to export an image with 16bits per channel when the scanline outputs only 13 and fake 16... So you'll get a very precise Z. Try to output RGB for you Z via 3 falloff (one per color, ranged in depth) and you'll get a Z coded in 48 bit. Gorgeous!!

      Vlado, you have you a comment about that ...?

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      • #4
        I went to the recent Discreet confrence & the Combustion guy had a RLA File with Z-Depth, he check anAA setting on the Zdepth. havent figured this out myself but it would be worth having a look at.

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        • #5
          Well, nice but actually it should work with some area filter... It's possible believe me I had this many times, but it don't work anymore....

          going to write Vlado an Email...

          robert
          I'm registed believe me! Just miss that logo.

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