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Velocity Pass, Z-Depth & Refraction

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  • Velocity Pass, Z-Depth & Refraction

    Hi guys,

    I've run into a bit of a problem where I don't know if I'm doing something wrong or if it really is broken.

    I have a ufo/spaceship with a big glass dome over the cockpit, and I have characters inside moving around and talking.

    I'm trying to use the velocity pass for motion blur on the characters and space ship but when I render the velocity pass and the z-depth pass, the areas which are being refracted go completely nuts;

    The values in the both passes go off the charts, but only in the refracted areas. If I turn the glass off all the values are normal and I can use both passes perfectly.

    Anybody got any thoughts or experience with such problems?

    Cheers,
    Greg.

  • #2
    It worked fine on my test. But you don't get proper zdepth through refraction anyway. Why not just render the glass as a sep pass?
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Are you using the 22035 nightly?

      Yeah I've been doing something similar to get around it, but it gets a little tricky with reflections / secondary reflections / refractions and the last part...render times. The idea behind getting these passes to work is so I don't need to effectively re-render the same image over again just for one element.

      -Greg.
      EDIT: I also have a failsafe, RSMB blur, so this isn't a project breaker by any means. I'd just like to know if this is a bug and if I can rely on simplifying things to this level for future applications
      Last edited by airstyle; 16-08-2012, 05:04 PM.

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