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Amazing Z Depth Pass

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  • Amazing Z Depth Pass

    Stumbled across this shader recently:

    http://www.puppet.tfdv.com/download/shaders_p_e.shtml

    It takes care of all the classic Z depth issues in CG; namely, that you can't accurately blur reflective/refractive objects in post due to traditional Z passes treating everything as solid/lambert materials.

    The way that it breaks Z, Reflect and Refract into R, G and B is truly the icing on the cake. You then blur your Reflect against G, Refract against B and everything else against R.

    If something like this could make its way into VRay somehow, that would be really amazing.

  • #2
    The best is Zdepth with transparency, refraction, reflection, and glossy support. ^^
    www.deex.info

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    • #3
      Yep and if it's all integrated in VRay, there's no reason it couldn't simply be a set of options you add into a material under "Extra VRay Attributes". That way it looks at your shader's Reflection Gloss and Refraction Gloss for the Z calculations.

      Anyway would just like to say again how amazing this feature would be. It's so key for applying DoF correctly in post.

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      • #4
        Just saw this posted on CGTalk, and he's referring to this:
        http://www.puppet.tfdv.com/download/z_e.shtml

        Click image for larger version

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        Someone mentions setting the 'Affect Channels' setting in refraction from 'Colors only' to 'All channels', although I need to test that out to see if it works.

        Click image for larger version

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        Red channel - main Z, Green channel - reflection Z, Blue channel - refraction Z
        Last edited by RobPhoboS; 14-11-2011, 07:06 AM.

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        • #5
          I don't believe that affects the Zdepth Render Element as I recall.

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          • #6
            Originally posted by kweechy View Post
            I don't believe that affects the Zdepth Render Element as I recall.
            So this could be a great new feature to add into vray then

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            • #7
              Refraction to "affect all" affect Zdeph. The probleme is : we need an "affect all" for reflection...
              www.deex.info

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              • #8
                sounds nice! I have a similar request
                VFX Supervisor @ www.parasol-island.com personal website www.dryzen.com latest reel http://vimeo.com/23603917

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                • #9
                  This is the CGT thread I was talking about:
                  http://forums.cgsociety.org/showthre...f=87&t=1017987

                  It looks like TaKIKO has a kind of work around for the moment.
                  'I kinda got the pass by using a blend material and 3 different rgb shaders ex : blue refractive shader +green reflective shader + red zdepth shader...
                  but its a shader based pass which I would think defies the whole purpose of one pass your looking for.'

                  kAzIDamUI:
                  'basically, just 2 things missing :
                  - "affect all channels" in Reflection
                  - zdepth pass spliting diffuse, reflection and refraction as R/G/B.'


                  Any thoughts on this guys ?

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                  • #10
                    Now waiting for Vlado to say, it is in the last nightly....
                    Last edited by Yannick; 23-11-2011, 06:56 AM.
                    Portfolio: http://www.cgifocus.co.uk

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                    • #11
                      I can not find the button for reflections
                      VFX Supervisor @ www.parasol-island.com personal website www.dryzen.com latest reel http://vimeo.com/23603917

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                      • #12
                        Hey, any new about the "affect all channels" in Reflection ?
                        A need this feature for a shot.
                        (Is it on 3dsmax ?)
                        Thank !
                        www.deex.info

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                        • #13
                          Hi,
                          The "affect all channels" into VRayMtl reflection works great !
                          Now we have relfection and refraction in the Zdepth.
                          Thanks !
                          www.deex.info

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                          • #14
                            Now that's a good thing to hear! Hopefully it won't look like crap once comped

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                            • #15
                              U want to use refl/refr zdepth as masks for DOF pass?
                              CGI - Freelancer - Available for work

                              www.dariuszmakowski.com - come and look

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