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AA and motion blurring a depth pass or not (was RE: DOF and Depth Pass probl

AA and motion blurring a depth pass or not (was RE: DOF and Depth Pass probl

2005-03-22       - By Morten Bartholdy

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Reply:     1     2     3     4     5     6     7     8     9     10  

Given that AA should be avoided as it introduces depth errors the same goes
for any other edgeblurring proces - mb included.

I suppose the only solution to having motion blur AND DOF is the expensive
way. I'd like to be proven wrong though...

--

Morten Bartholdy | morten@(protected)
Denmark



-- -- Original Message -- --
From: "Stuart Hall" <hally@(protected)>
To: <XSI@(protected)>
Sent: Tuesday, March 22, 2005 1:45 PM
Subject: AA and motion blurring a depth pass or not (was RE: DOF and Depth
Pass problem)


> I did my own little test to try it out the theory.
>
> There certainly is a difference. But as soon as motion blur comes into
> the equation I wonder whether either way makes that much of a
> difference.
>
> Does anyone have any opinions on motion blurring a depth pass?
>
> Cheers
>
> Stu
>
> -- --Original Message-- --
> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
> Of Raffaele "ThE_JacO" Fragapane
> Sent: 22 March 2005 11:07
> To: XSI@(protected)
> Subject: RE: DOF and Depth Pass problem
>
> For the record:
> Often (especially with hairy creatures moving along the camera rays) one
> channel of RGB proved to be not enough for us.
>
> In that case you can use a ray distance to drive a Gradient going
> through
> RGB and output 16bitpc, that way you get 65k*3 shades if you properly
> split
> the colour channels in compositing later on.
>
> You could also actually use 8bitpc output and create the whole 16 mills
> palette, but the rendertree we used got complicated and prone to little
> sampling glitches here and there.
>
> Btw a depth pass is better off non antialiased, because the depth pass
> will
> be AAed and sampled differently from the beauty pass.
>
> Rendering at doubled res without AA and resizing it down is a better
> solution, or eventually render both the beauty and the depth pass with
> non
> adaptive AA (min and max levels are the same), it could still present
> some
> artifacts but not a fraction of what you'd get from AAAed Beauty + AAAed
> Depth.
>
> ~Raffaele Fragapane
> ~Lead "I'm sure we can make it work"
> ~Peerless Camera Company
>
> -- --Original Message-- --
> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
> Of
> Stuart Hall
> Sent: Tuesday, March 22, 2005 11:59 AM
> To: XSI@(protected)
> Subject: RE: DOF and Depth Pass problem
>
> 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
>
>
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