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interesting i still get the issue with your scene which is the attached file. I dont have any dome lights or headlight creation either way it would be weird if they always produced value 1 in zdepth.
we had this problem for a while but maybe it has been fixed in later?
43001 657d636
linux centos7
houdini core 17.5.327
will try next week with a the latest otherwise. Thanks for looking into it
This is confusing :P went and tried some old version and i got the same, but i dont have the latest nighlty either right now. Also tried toggling all the toggles possible
tested version 43001, ff08c27 and still get 1 in value where there should be zero. Saw the depth invert but would like to have regular with 0 in value where there is no objects. Do you guys still dont get that issue in your scenes?
Hi LeoYfver , according to devs this is how V-Ray calculate Z-Depth in 43001. In order to get result from 41201 /black background/ you could multiply Z-Depth by Alpha.
For me it doesnt really make sense why it should be 1 becuase we have values that are one in the renderchannel. We could use the alpha but when we have so many renderchannels we merging it would just be nice to have it too 0 by default, Cant see a reason when somebody would have it to 1. Is it possible to make a toggle for houdini vray version?
We've been going back and forth scratching our heads what the problem is. Eventually a colleague mentioned at some point in the past, Z-Depth was changed such that the background RGB color is black (as if the element was premultiplied on black), and then it was reverted back to white.
The background color for the Alpha of the Z-Depth element has always been black - no matter what I do, I can not get this:
Please ping me if that differs for you.
I'm still not sure if you're getting white alpha for the background in the Z-Depth element, or you want the Z-Depth element to come out premultiplied by the alpha directly from the render - if that is the case,
thanks for the video! I get the same results as you so now we have cleared that out Maybe i confused you with the alpha, but the alpha is correct, i just meant the background in the zdepth renderchannel, sorry for the confusion. The problem is still that the background is 1 instead of 0 which it was before and was more convenient for us. The sudden change made us think it was a bug, either way we would prefer the black background then the white one because its unusable without the premultiplication. Before we could use it straight up.
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