Z depth that works ;)

all is in the title :wink:

Best regards,
Vlado

nice!

Valdo - is this already processed in your latest build? Are you still going to use that yellow/black -zdepth that programs like Combustion handle?

ooooo. i always wished i had a high poly copy of that model

You need to check; not sure which one you have. The z-buffer in .rpf files is compatible with combustion, yes. However, the z-depth render element is different from that (like in 3dsmax normally).

Best regards,
Vlado

Hi Vlado,

i still dont get this thing with antialiasing…

is antialiasing switched of in this image ? Also in other channels, antialiasing isnt the same as in the rendering itself. for example in the normals pass…

how do i overcome with this issue.. ?

Tom

What might get you over in the mean time before a fix comes out is to render a pass with no lights or materials with fixed aa and double the regular width and height so you can do a rescale in any image processing app - it’ll antialias it using whichever filters are available in the app you use and might get you past certain problems. I know you’re looking for a more solid solution in the render itself though…

Hey Vlado,

what version are you running there?

Will I be able to get z info from a figh eye render?

thanks

Matt

zdepth isn’t supposed to have antialiasing - interpolated depth values at the object’s border (which is the effect of antialiasing) would lead to artifacts