Azariel Z
06-14-2005, 12:41 PM
Hi everyone, I got a doubt , if anyone can help me.
There is a shot with two layers( characer and bricks ) , done in Maya and usign a Merge Depth Z to fuse them , question is I see some jagged pixels when the two alyers are fusing with Merge with Z channel on, is ther a way to "anti alias" this combination? matter of fact one layer ( bricks breaking ) must pass around a character sometimes front of him and suddenly and later left behind. I can do the same suing 3 layers jsut for the bricks plus one to teh character , switiching layers as the footage goes. The compoiste is all 3D ..from backgroudn to character itself.
The alpha is not the problem jsut the Z depth looks jagged-aliased, not that much but enough to be noticed , when combine the two layers. Other question is how can ı extract the Z channel from a layer , to become a grayscale mask to be used on software like Combustion fro example that doesnt read my Z channel from *.iff files?? ( I' m using iff not 16 bits iff..)
Thanks!
There is a shot with two layers( characer and bricks ) , done in Maya and usign a Merge Depth Z to fuse them , question is I see some jagged pixels when the two alyers are fusing with Merge with Z channel on, is ther a way to "anti alias" this combination? matter of fact one layer ( bricks breaking ) must pass around a character sometimes front of him and suddenly and later left behind. I can do the same suing 3 layers jsut for the bricks plus one to teh character , switiching layers as the footage goes. The compoiste is all 3D ..from backgroudn to character itself.
The alpha is not the problem jsut the Z depth looks jagged-aliased, not that much but enough to be noticed , when combine the two layers. Other question is how can ı extract the Z channel from a layer , to become a grayscale mask to be used on software like Combustion fro example that doesnt read my Z channel from *.iff files?? ( I' m using iff not 16 bits iff..)
Thanks!
