Perhaps this has been brought up before or there is an easy workaround but if not here we go.
When we use vraytoon, it by default effects the vrayZdepth pass but not as you might like. Naturally for the zdepth pass I want the same depth value that we see in the normal depth channel to go along for the ride in the toon outline. I know that there is no geometry in that effect so im not sure how you would capture the correct information but currently the zdepth pass is unusable with a white halo around all the objects.
The one workaround i've found is to render a separate zdepth pass made of a self illuminated falloff in cam space and map that not only to the object but also in the color channel of the toon stroke.
If you would like a visual ill be happy to cook one up but I hope that you can easily see the issue.
Thanks!
-Michael
When we use vraytoon, it by default effects the vrayZdepth pass but not as you might like. Naturally for the zdepth pass I want the same depth value that we see in the normal depth channel to go along for the ride in the toon outline. I know that there is no geometry in that effect so im not sure how you would capture the correct information but currently the zdepth pass is unusable with a white halo around all the objects.
The one workaround i've found is to render a separate zdepth pass made of a self illuminated falloff in cam space and map that not only to the object but also in the color channel of the toon stroke.
If you would like a visual ill be happy to cook one up but I hope that you can easily see the issue.
Thanks!
-Michael
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