VRayZDepth Min/Max Range Animatable

Would be nice to animate the values for ZDepth within the RenderElement…
I’m surprised this doesn’t since quite some time!

Best, Rob

There is actually no need to animate the Z-depth, so that’s why it’s not been implemented yet.

If you want to animate the DOF in post all you need is a single frame Z-depth image!

What you need to animate is the actual focus point/depth in the DOF plugin/effect [not the Z-depth!]. You can tell the plugin exactly where to focus & animate it as well

I use lenscare plugin for animating DOF in post.

Hope this helps

I just wanted to cover the whole range of the ZDepth, since it changes quite
strongly in a scene. And I don’t want to do a DOF effect but some color changes.

Now I’m rendering Z in 16Bit so I can adapt the range in post…

More or less I was just wondering why this property was static.

I would like this option too. It would be nice to be able to wire a dummy object to the z-depth and then set a focus range. That way you can keep something in focus without having to mess around in post trying to get the animation of the focal point to match the camera movement in max.

it wouldn’t be easier take the target of the camera as reference and from there the maximun range

not if you want the focal point to be independent of the camera target.

Ok, thanks for the pointer; I’ve added this now for newer builds.

Best regards,
Vlado

NICE ONE! Thanks.
:slight_smile:

I think having two options would be nice…one with a dummy and other one with camera target in my opinion.

How about gamma correction?

Iam also waiting for this feature in Vray RT (3Dsmax). I think in 3.6 it is possible to animate zDepth via Camera Clip Boundaries, but it somehow doesn?t catch the actual frame values of the animated zdetph min/max.. only the for the first rendered frame

This would be realy great, because right now, I have to render everything twice..

Just found a workaround. You can Animated Zdepth also with GPU, when you render a “VrayExtraTex” with a Falloff Texture set to “viewing direction (camera z)”.. But: This map also has to be used as an material in the scene otherwise the animation won?t refresh.

It’s what i do to have a zdepth pass. Just animate the clip boundaries and use it in the zdepth render element.

Yes. That works Perfect in normal Vray. But doesn?t work with Vray RT (on my 3dsmax 2013 vray 3.6) :frowning: