all is in the title ![]()

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