z depth for Krakatoa particles

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
>
>
>
>To reply:Krakatoa_Discussion.3260@support.franticfilms.com
>
>To start a new topic:Krakatoa_Discussion@support.franticfilms.com
>
>To view discussion:
http://support.franticfilms.com/WB/?boardID=Krakatoa&action=9&read=73=8&fid=23
>
>To (un)subscribe:Krakatoa_Discussion.list-request@support.franticfilms.com=
>
>


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.