Hi,
I know there are some discussions about rendering a correct ZDepth with VRay.
But there hasn`t been an satisfying solution. So I´m starting a new post.
In my opinion the ZDepth layer mustn´t be antialised. But using filtering off the renderer ignores small geomertical details which leads to flickering animation.
See the attached image to compare VRayZDepth and MRayZDepth.
Using post DOF works fine with the MRay-Version of the ZDepth-layer.
I´m using VRayProxys so it´s not possible to render the ZDepth with another renderer then VRay.
Any hints, tips or solutions welcome!
I know there are some discussions about rendering a correct ZDepth with VRay.
But there hasn`t been an satisfying solution. So I´m starting a new post.
In my opinion the ZDepth layer mustn´t be antialised. But using filtering off the renderer ignores small geomertical details which leads to flickering animation.
See the attached image to compare VRayZDepth and MRayZDepth.
Using post DOF works fine with the MRay-Version of the ZDepth-layer.
I´m using VRayProxys so it´s not possible to render the ZDepth with another renderer then VRay.
Any hints, tips or solutions welcome!
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