#z-buffer info
4 messages in this thread
Hi,
Can anyone tell me how to retrieve z-buffer information from
a frame – either during render time or embedded in one of the
file formats studio supports??
Thanks,
BITS
There's no direct way to do that, but there's a workaround.
Make a version of your scene in which all the objects have white matte material
applied to them. Then, set depth cue shading on, and set your camera outer
atmosphere range to the extent of the scene (just outside your farthest
object). Now, when you render the scene, you'll get the equivalent of a
depth-map.
– G
Gary,
Pardon my ignorance but why would you need to create a z-buffer depth-map and
how would you use it. I take it this is different than an alpha matte which
you'd use for keying. Also when you mention depth cue shading are you referring
to turning atmosphere and the camera range settings for same?
Thanks,
-JE
If you want to composite or do effects based on the z-depth in the image, a
depth buffer is the way to go. (you can bet that this'll be built into r4). Re
depth cue shading, I mean the Distance Cue option in the Atmosphere dialog.
– G