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ooooo. i always wished i had a high poly copy of that model
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Valdo - is this already processed in your latest build? Are you still going to use that yellow/black -zdepth that programs like Combustion handle?
You need to check; not sure which one you have. The z-buffer in .rpf files is compatible with combustion, yes. However, the z-depth render element is different from that (like in 3dsmax normally).
is antialiasing switched of in this image ? Also in other channels, antialiasing isnt the same as in the rendering itself. for example in the normals pass...
What might get you over in the mean time before a fix comes out is to render a pass with no lights or materials with fixed aa and double the regular width and height so you can do a rescale in any image processing app - it'll antialias it using whichever filters are available in the app you use and might get you past certain problems. I know you're looking for a more solid solution in the render itself though...
is antialiasing switched of in this image ? Also in other channels, antialiasing isnt the same as in the rendering itself. for example in the normals pass...
how do i overcome with this issue.. ?
Tom
zdepth isn't supposed to have antialiasing - interpolated depth values at the object's border (which is the effect of antialiasing) would lead to artifacts
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