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very frustrating limitations of the Vray Z depth buffer.

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  • #16
    Originally posted by dennisqdw View Post
    IS this for version 2.4 or for 3?
    It was done for both nightly build versions. Please email us to vraymaya@chaosgroup.com for nightly builds access.

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

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    • #17
      Originally posted by Iqbahl View Post
      Please look into this! Being able to automatically render an non-antialiased z-depth is absolutely essential if you plan on using any post DOF. By the way - is there any way to extract the Z-depth separately without having to re-render the entire image?

      T
      If I need to do this I just turn off all lights, maps, reflections etc in global and re-render. You don't need any of these to render the zdepth.
      Regards

      Steve

      My Portfolio

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      • #18
        Hi, I'm using this build and it's working great as far as the aliasing is concerned. But now I have another problem, and it may be something I'm just not setting right, but I've tried everything I can think of. There's no way I can adjust any of the VRayZDepth parameters so that objects closer will be lighter grey, objects farther will be darker grey, and the background will be black that's the critical thing. If I adjust it to give me correct shades for the objects I always get a white background, and if I set it to get a black background, then the object values are always reversed. What am I doing wrong here? Of course the workaround is to put a plane way deep in the background, but that's probably not always optimal.

        thanx --ds
        Last edited by dennisqdw; 24-02-2014, 06:10 PM.

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        • #19
          Originally posted by dennisqdw View Post
          If I adjust it to give me correct shades for the objects I always get a white background, and if I set it to get a black background, then the object values are always reversed. What am I doing wrong here? Of course the workaround is to put a plane way deep in the background, but that's probably not always optimal.
          It's a bug that I need to fix (seems to have come up when I fixed the transparent stuff). In the meantime, you can just put a plane that is sufficiently far away, as you suggested.

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

          Comment

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