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Help! VRay lights screwing up Zdepth!

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  • Help! VRay lights screwing up Zdepth!

    VRay Lights mask Z-depth

    I'm rendering to RPF with the zdepth channel (as well as others) and invisible vray lights (that are hidden as well) mask out the zbuffer. I'm getting desperate here as this project is getting close to deadline.


    When the lighting is correct:


    The zbuffer is wrong:


    But when the VRay light is deleted:


    The Zbuffer is correct:


    Can anyone please help me with what I might be doing wrong, or a workaround??? BTW - I'm rendering from saved IRR and Photon maps if that makes a difference.

  • #2
    vray light also messes up the object id channel.

    i know that this does not help you...

    regards
    s.wolf

    Comment


    • #3
      Not much of a help at the moment, but you can just get the z-buffer and other channels from the rendering without the vray light, no? You don't even need to turn on GI or lighting at all for that matter, if you need just the z-buffer.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment


      • #4
        The problem is I can't use RPF DoF blur in combustion without the zdepth embedded in the RPF file, that particular feature doesnt support zdepth from another source.

        Comment


        • #5
          Then there's only one thing to do... put your image as a screen-mapped background, apply a matte/shadow material to everything, and render with the scanline renderer. That will produce all channels (RGB + z-depth + any other you need).

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            Then there's only one thing to do... put your image as a screen-mapped background, apply a matte/shadow material to everything, and render with the scanline renderer. That will produce all channels (RGB + z-depth + any other you need).
            That doesn't work well for an animation does it?

            So I guess this is a bug? I can think of some otherways to do the DoF, but the results wont be as nice.

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            • #7
              Sounds like a limitation, not a bug
              Eric Boer
              Dev

              Comment


              • #8
                Originally posted by Dynedain
                Then there's only one thing to do... put your image as a screen-mapped background, apply a matte/shadow material to everything, and render with the scanline renderer. That will produce all channels (RGB + z-depth + any other you need).
                That doesn't work well for an animation does it?
                Why not? I think it should work well, even for an animation.

                It's not a bug, more like a limitation; it can be changed, of course.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment

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