Z-depth & glass

Hey guys!

I’m doing some test renderings and preparations for final rendering of arch viz.
I’m planning to do DOF in post aftereffects by rendering a Z-depth pass.

So I’m having some trouble with setting up Z-depth so the black&white gradient would continue going inside the building and not stopping where the glass is.
I know I can re-render only the Z-depth map with the glass elements turned off, but I prefer doing it in one pass.

Is there a setting I’m missing?

Thanks,
matej

You can turn off the glass object’s visibility in masks in the glass material (see attached). Notes

  • It will exclude the object from all masks, not just the Z-Depth (but not from render passes like Reflection etc.)
  • Refractions will not be calculated for the Z-Depth (perfectly fine for windows and anything with Thin enabled)

Thank you @TomG !

i had the same question few months ago for a work i was doing, didn´t knew about that, nice, thanks!!

Most welcome!

Is there a way to have the zdepth render “see through” the glass and still maintain the glass as a channel in the CMasking Masks?
such that i can control DOF in post for an animation?

can you? there’s a way?

there used to be a way:
https://forum.corona-renderer.com/ "Invisible in masks" doesn't apply to z-depth