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.
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.
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