Hi all,
just a quick question to ask about limitations of the Vray Z depth buffer.
Would it be possible to get the Z depth buffer to recognize a simple black-and-white opacity, so that geometry, such as alpha mapped leaves would work properly with the Z depth buffer.
I understand the complications and limitations of the Z depth buffer when working with semi-transparent objects, but I don't see why it can't work [ or be made to work] with pure black and white alphas that clip away alpha -geometry.
I have tried to use a falloff map [with the falloff set to camera distance]. To generate a Z depth buffer [ using it as a extra-tex render element] and it automatically cut out the alpha int the geometry of the leaves. It's a bit of a workaround that seems to give satisfactory results, but i would rather use the Z-depth.
So is there any way to get Z depth buffer to clip away an alpha channel before working out the depths of the pixel.
Would it have to be rewritten to do such a thing.
It just seems so simple, using the falloff map that I can't see why the Z depth can't do the same thing
Forgive me if I am looking at this bit to simplistically.
Cheers
just a quick question to ask about limitations of the Vray Z depth buffer.
Would it be possible to get the Z depth buffer to recognize a simple black-and-white opacity, so that geometry, such as alpha mapped leaves would work properly with the Z depth buffer.
I understand the complications and limitations of the Z depth buffer when working with semi-transparent objects, but I don't see why it can't work [ or be made to work] with pure black and white alphas that clip away alpha -geometry.
I have tried to use a falloff map [with the falloff set to camera distance]. To generate a Z depth buffer [ using it as a extra-tex render element] and it automatically cut out the alpha int the geometry of the leaves. It's a bit of a workaround that seems to give satisfactory results, but i would rather use the Z-depth.
So is there any way to get Z depth buffer to clip away an alpha channel before working out the depths of the pixel.
Would it have to be rewritten to do such a thing.
It just seems so simple, using the falloff map that I can't see why the Z depth can't do the same thing
Forgive me if I am looking at this bit to simplistically.
Cheers
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