Hi, Is it possible to render Z depth channel with Krakatoa?
I’ve tried rla and open exr but they don’t seem to work.
I’ve tried rla and open exr
but they don’t seem to work.
Dave,
I will ask the programmers to explain why there is no Z buffer support… :o)
What’s the use case here? There might be alternatives.
It’s entirely possible to pull PRT’s into PFlow and render out geometry particles to make z-buffer renders.
Nearly useless, but possible.
I’ve requested a non-accumulating buffer output that would spit out renders of particles in multiple z-sorted images that you could re-accumulate in post via the alpha channels. Maybe post 1.0? This would solve numerous compositing issues that even a z-buffer couldn’t help.
- Chad
What’s the use case here?
There might be alternatives.
It’s entirely possible to pull
PRT’s into PFlow and render
out geometry particles to make
z-buffer renders.
Nearly useless, but possible.
I’ve requested a
non-accumulating buffer output
that would spit out renders of
particles in multiple z-sorted
images that you could
re-accumulate in post via the
alpha channels. Maybe post
1.0? This would solve
numerous compositing issues
that even a z-buffer couldn’t
help.
This was logged as Wishlist item 4338.
There is an option to get something like a depth map from the particles. If you enable ‘Override Particle Colors’ and choose ‘Blended Z Depth’ in the adjacent dropdown, you will get Z depths in the colors. We’d like to support the g-buffer to a greater extent in a future version of Krakatoa, but currently that would be too much of a change.
-Mark
There is an option to get
something like a depth map
from the particles. If you
enable ‘Override Particle
Colors’ and choose ‘Blended Z
Depth’ in the adjacent
dropdown, you will get Z
depths in the colors. We’d
like to support the g-buffer
to a greater extent in a
future version of Krakatoa,
but currently that would be
too much of a change.
-Mark
Hi Mark, this option doesn’t work. All I get is white particles.
Thanks
Hi Mark, this option doesn’t
work. All I get is white
particles.
Thanks
It’s saving the data as actual scene-unit distance values, which nearly always means values > 1.0. Right-click in the max VFB, and look at the values it says under “Real” in the info window that shows up. Those are the Z depth values. If you save it as an HDR format like OpenEXR, then load it into a float-capable compositing program, you can use a gain multiplier smaller than 1, say 0.001, to bring the values into the visible range.
In the 3ds Max g-buffer channel, the Z depth is automatically scaled by max for the viewport, otherwise it would show up as pure white as well.
Cheers,
Mark
I think the best way to do is it with a light linked to the camera with fal=loff.
On Tue Jul 24 14:22 , 'Krakatoa_Discussion Listmanager'
sent:
>From: "Dave Hare" (dave@tigarhare.com)
>
>>There is an option to get
>
>>something like a depth map
>
>>from the particles. If you
>
>>enable 'Override Particle
>
>>Colors' and choose 'Blended Z
>
>>Depth' in the adjacent
>
>>dropdown, you will get Z
>
>>depths in the colors. We'd
>
>>like to support the g-buffer
>
>>to a greater extent in a
>
>>future version of Krakatoa,
>
>>but currently that would be
>
>>too much of a change.
>
>>
>
>>-Mark
>
>Hi Mark, this option doesn't work. All I get is white particles.
>
>Thanks
>
>
>
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>
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>
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>
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No need. Krakatoa is able to assign color based on distance from camera.
- Chad
There is an option to get
something like a depth map
from the particles. If you
enable ‘Override Particle
Colors’ and choose ‘Blended Z
Depth’ in the adjacent
dropdown, you will get Z
depths in the colors. We’d
like to support the g-buffer
to a greater extent in a
future version of Krakatoa,
but currently that would be
too much of a change.
-Mark
Hi Mark, this option doesn’t work. All I get is white particles.
Thanks
There is an option to get
something like a depth map
from the particles. If you
enable ‘Override Particle
Colors’ and choose ‘Blended Z
Depth’ in the adjacent
dropdown, you will get Z
depths in the colors. We’d
like to support the g-buffer
to a greater extent in a
future version of Krakatoa,
but currently that would be
too much of a change.
-Mark
Hi Mark, this option doesn’t
work. All I get is white
particles.
Thanks
Dave, we are getting duplicated posts from your account. Mark answered to the first copy that the “white” values are unclamped real-world units values. They should work.
Got it, thanks guys.