1. The first one is about Z-depth and transparency. My scene has an object that is partially glass. I have set Affect Channels “all channels” to the glass material and ticked “Filtering” in the vrayRE_Z-depth render element. When rendering in VFB the Z-depth pass has transparency and refraction information. Perfect! But when opening the saved Z-depth pass in After Effects there is no longer any transparency or refraction information, just pure white in the glass area. So what am I missing or doing wrong? Why can I see the data in the VFB but not in AE? I have tried saving out 16 bit png, 32 bit exr single and multi channel but end up with the same result.
2. The second question is about generating Z-depth pass “use depth from the camera” vs setting black and white distance manually in the Z-depth render element. In online tutorials people seem to prefer setting the black and white distance manually. Does this produce a Z-depth with better quality? If using the VRay Physical Camera I would suspect “use depth from the camera” would produce a more “physically” correct Z-Depth pass. Is this true?
/Oscar
2. The second question is about generating Z-depth pass “use depth from the camera” vs setting black and white distance manually in the Z-depth render element. In online tutorials people seem to prefer setting the black and white distance manually. Does this produce a Z-depth with better quality? If using the VRay Physical Camera I would suspect “use depth from the camera” would produce a more “physically” correct Z-Depth pass. Is this true?
/Oscar
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