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funny zdepth map !

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  • funny zdepth map !

    i can't get a zdepth map with the vray frame buffer...
    here is what i get:



    if I try to save it, i got a black picture.

    seems also that it doesn't work with DR..

  • #2
    ya its been said before. The information is correct apparently, but you would have to save as rpf/rla I guess to be able to use it. Strange.
    ____________________________________

    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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    • #3
      not really strange, it is saving actual numerical data not grey scale. It would be cool to have a another layer with a grayscale depth.
      Eric Boer
      Dev

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      • #4
        exactly. which is why i called it strange. Why not just output to grayscale like the scanline renderer.
        ____________________________________

        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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        • #5
          outputing to greyscale?
          here you are...
          nice, isn't it?

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          • #6
            easy enough to convert it to greyscale from a rpf in combustion or the like.
            Eric Boer
            Dev

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            • #7
              yeah i posted the original thread, however I found that rpf/rla make combustion crush often with this zdepth info...also zdepth can be used for other purposes then just zdepth, like selection mattes. So it is very much so needed for vray to render normal zdepth as we know it. On bsg i had to render zdepth with mr....which sucked because motion blurs didnt line up...
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

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              • #8
                the trouble is there's nothing to save but black pixels...

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                • #9
                  i think in some cases...you can do scanline zdepth with camera multipass blur if you have moblur as its the closest to what vray does.
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

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                  • #10
                    the trouble is i'm using some vrayfur, and default scanline can't handle it.

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                    • #11
                      thats dope...there is always a fog approach...which is a cheat, where all materials are set to 100 self illum, and there is atmospheric fog, which mimics zdepth (we used to do it with maya)
                      Dmitry Vinnik
                      Silhouette Images Inc.
                      ShowReel:
                      https://www.youtube.com/watch?v=qxSJlvSwAhA
                      https://www.linkedin.com/in/dmitry-v...-identity-name

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                      • #12
                        ya not everyone has combustion... vray should have option to render out usable zdepth without forcing you to use combustion or really any other program to use it.
                        ____________________________________

                        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                        • #13
                          It's rendered quite correctly, but exporting to an image is somewhat problemmatic - you will need to define the white point and the black point distances yourself. When 3dsmax creates the z-buffer, it only shows it as a grayscale image, but in fact the underlying data is a floating point distance in camera space. Typical 24bpp file formats do not have enough precision to store z-buffer information. Only .rpf files are capable of storing the actual floating-point data (and recently, .exr).

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

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                          • #14
                            Hi the approach to do more but a greyscale immage is a good approach.

                            in our previous company, they tried to use grayscale z-depth out of max for a larger city animation.

                            what we found out was, that the available 256 grey collors didnt bring out enough information to do smooth depth. So a floatingpoint solution is the better approach.

                            now i also would like to have a switch to use it as i want , greyscale or floatingpoint.

                            Tom

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