Hello,
Is it possible to have the VrayZDeph element with opacity alpha…
For example, a leaf map on a plane + opacity…
Best regards…
Hello,
Is it possible to have the VrayZDeph element with opacity alpha…
For example, a leaf map on a plane + opacity…
Best regards…
Does this post need to be in the wishlist or RC4 will correct this ???
Z-depth is calculated per polygon (in any other renderer as well, as far as i know).
Coverage, layers and other channels help mix it in in post application.
Instead of opacity mapping, you’d have to use clipmapping (2D disp with waterlevel) for the Z to cater for edges.
Not cheap, but very likely doable.
Lele
there is always the use of 3dsmax fog on black materials rendered as different scene. this will take work though
The blur atmpass script might do it - get it on scriptspot.com
A long time I’be been working with Maya, MR standalone and p_MegaTK shaders and the z-deph was calculate with the opacity maps… and not per geometry…
Here is the shader :
http://www.puppet.cgtalk.ru/download/megatk\_e.shtml
Here is the effect with opacity maps…
http://www.puppet.cgtalk.ru/download/z\_e.shtml
It’s very easy to setup because it’s all in 1 render… but with vray I need to build a second pass rendering.
Currently i’m using a material overlay with a fallof with distance blend option…
All my vegetation stuff have the same multi/sub and I override with another with the distance blend and opacity maps… but it’s not very easy to setup… because you have to
No one knows an easy way to do that ?
Best regards…
Atmpass will overide all the scene material and the opcacity map will disapear… and the result will be the same as the VrayZdepth pass…
The easiest way to do it is to use the fog approach, but you can use this method:
(*) Turn off the “Lights” and “Default lights” options in the V-Ray Global switches rollout and turn GI off, if you are using it;
(*) If you are using any color mapping, you’ll need to revert to a basic Linear one with 1.0/1.0 multipliers;
(*) Add a Fog atmospheric effect, check the “Exponential” option and adjust its parameters until you get the result you need.
Best regards,
Vlado
Thanks Vlado…
I’ll try it soon…
Best regards…
Hi Vlado
I am just learning compositing with Zdepth at the moment and I have to say this is a really disappointing problem to run into and a very complicated work around.
I had the problem first in Scanline then I thought vray would be smarter. But no it is also dumb.
Can you write a script of change the Vrayzdepth to have the option to be based on maps instead of geometry.
It is in general a problem because if you have objects that are not fully transparent, it is not at all apparent how to calculate the z-depth - it could be anything from the front object, to the back object or anything in between.
With that said, I recognize it will probably be useful to have the z-depth working with transparencies, but I remember it was not an easy modification when I last looked at it and I was afraid that something else might break if I changed it… we’ll see though.
Best regards,
Vlado