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Z depth that works ;)

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  • Z depth that works ;)

    all is in the title
    Philippe Steels
    Pixelab - Blog - Flickr

  • #2


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

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    • #3
      nice!

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      • #4
        Valdo - is this already processed in your latest build? Are you still going to use that yellow/black -zdepth that programs like Combustion handle?
        LunarStudio Architectural Renderings
        HDRSource HDR & sIBL Libraries
        Lunarlog - LunarStudio and HDRSource Blog

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        • #5
          ooooo. i always wished i had a high poly copy of that model

          ---------------------------------------------------
          MSN addresses are not for newbies or warez users to contact the pros and bug them with
          stupid questions the forum can answer.

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          • #6
            Originally posted by jujubee
            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).

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

            Comment


            • #7
              Hi Vlado,

              i still dont get this thing with antialiasing...

              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

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              • #8
                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...

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                • #9
                  Hey Vlado,

                  what version are you running there?

                  Will I be able to get z info from a figh eye render?

                  thanks

                  Matt

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                  • #10
                    Originally posted by tom schuelke
                    Hi Vlado,

                    i still dont get this thing with antialiasing...

                    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

                    Comment

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