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 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?