Just wondering if there's a way in VRay of creating a Z-Depth map which accurately recognises the alpha of clipmapped textures? At the moment I workaround by rendering the whole scene once and saving as RGB and Alpha channels, then I render a second time (extremely low quality), minus clipmapped trees and save the Z-Depth channel to get a depth map for the whole scene. Then I render a third time (again, at low quality) only the clipmapped trees (no ground) and save just the Alpha channel as png. Finally I composite the Z-Depth and 3rd Alpha renders in Photoshop so it becomes a useable Z-Depth map for fog, DoF, etc (see attached). The trouble is that the saved Z-Depth channel doesn't produce accurate results where clipmapped materials overlap- the geometry produces rectangular boundaries which affect the tone of the depth map in front and behind it.
I've tried a few things, but other than exporting the alpha channel of the trees separately from the Z-Depth channel of the whole model and editing them together in PS I can't find a way to make the VRay default Z-Depth channel take clipmapped materials into account. Anyone got any ideas? Really seems like the Z-Depth channel ought to be able to read alpha material information rather than just geometry. One for the Wishlist?
Thanks in advance,
Jackson
I've tried a few things, but other than exporting the alpha channel of the trees separately from the Z-Depth channel of the whole model and editing them together in PS I can't find a way to make the VRay default Z-Depth channel take clipmapped materials into account. Anyone got any ideas? Really seems like the Z-Depth channel ought to be able to read alpha material information rather than just geometry. One for the Wishlist?
Thanks in advance,
Jackson
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