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DOF and Depth Pass problem

DOF and Depth Pass problem

2005-03-22       - By Dan Yargici

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Reply:     <<     11     12     13  

A depth pass should not be anti-aliased... We been over this at least
100 times on the list! :-)

For example, if you have a grid 5 units from the camera and a wall 100
units from the camera, the tones in your anti-aliased edges would give
false depth information.  The value should either be 5 or 100, not 5-100.

DAN


Stuart Hall wrote:

>On a completely different tack, I prefer to render out a separate depth
>pass as a 16-bit SGI because it is anti-aliased and can have motion
>blur. It doesn't take long and if the animation doesn't change it only
>has to be done the once.
>
>Just a thought.
>
>Stu
>
>-- --Original Message-- --
>From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
>Of Daniel Atanasovski
>Sent: 22 March 2005 10:41
>To: XSI@(protected)
>Subject: RE: DOF and Depth Pass problem
>
>Morten, here is part of the picture in both rgba and dof renders...
>www.axis.com.mk/xsi
>
>daniel
>
>-- --Original Message-- --
>From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
>Of
>Morten Bartholdy
>Sent: Tuesday, March 22, 2005 11:18
>To: XSI@(protected)
>Subject: Re: DOF and Depth Pass problem
>
>Just out of curiosity - can you post a pic showing original rgb and DOF
>with
>the weird look? I have used it lately without any problems so I'd like
>to
>know what might pose a problem.
>
>Regarding converting Z-pics to rgb Luc-Eric posted this not long ago:
>
>quote:
>"the difficulty lies in the fact that zpics are not image, it's the
>zbuffer
>and the values
>go from 0 to as much as minus 100,000, which you want to compress in a
>smaller range.
>The first step is shaving the range that you don't need with the pixel
>parser.
>
>First load the .Zpic in the compositor. Then add a Pixel Parser node.
>type in the formula :  1-((1-pixel)*100000)/a1
>Now, using the "a1" slider you can narrow down the ZPic around 0 to 30
>(the
>distance in Softimage Units).  Type in a greater value if appropriate.
>
>You can fine-tune the contrast by adding a Luma Adjust node.
>
>A file output node to save the final .pic file"
>- unquote
>
>You could also just create a depth pass and render out 16 bit or float.
>If
>you have After Effects or Combustion you might want to check out
>Lenscare at
>http://www.frischluft.com
>
>--
>
>Morten Bartholdy | morten@(protected)
>Denmark
>
>
>-- -- Original Message -- --
>From: "Chris Marshall" <chris@(protected)>
>To: <XSI@(protected)>
>Sent: Tuesday, March 22, 2005 10:52 AM
>Subject: Re: DOF and Depth Pass problem
>
>
>  
>
>>It's a bug. I asked this not too long ago and the answer was to use
>>    
>>
>After
>Effects. I think it's possible to convert your zpics into rgb and use
>that
>in conjunction with a blur filter. Not ideal though. I think there was a
>thread on XSI Base about converting zpics, or was it here?
>  
>
>>
>>-- -- Original Message -- --
>>From: Daniel Atanasovski <casting@(protected)>
>>To: XSI@(protected)
>>Sent: Tue, 22 Mar 2005 02:00:33 +0000
>>Subject: DOF and Depth Pass problem
>>
>>
>>    
>>
>>>Hi Everyone,
>>>
>>>
>>>
>>>
>>>
>>>It's little late here and I'm having problems with the FX tree and
>>>      
>>>
>the
>DOF
>  
>
>>>operator.I'm trying to connect RGB pass and Depth Pass (or zPics) to
>>>      
>>>
>the
>  
>
>>>Depth of Field operator in the FX tree, and everything works fine
>>>      
>>>
>once I
>  
>
>>>turn off the Preview button in the DOF operator it gives me weird
>>>      
>>>
>multiplied
>  
>
>>>images. Can someone explain in couple of steps how can I use the
>>>      
>>>
>Depth
>Pass
>  
>
>>>with the DOF operator. Such a simple thing it's been keeping me here
>>>      
>>>
>so
>  
>
>>>late.I hope it's not a bug.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>Thanks,
>>>
>>>
>>>
>>>Daniel.
>>>
>>>
>>>
>>>
>>>
>>>      
>>>
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>>
>>
>>    
>>
>
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