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tom.hanks
10-09-2006, 01:51 PM
I know thatŽs a common question, but here we go:
Is there a way to render a zdepth channel from paint effects object without convert it to polygons?
Or use it on a render layer to produce de zDepth also without converting it?
Maybe a zdepth brush? :)

daddyo
10-09-2006, 10:41 PM
you can get a depth pass in Paintfx canvas mode... but that's for a still only and uses its own z buffer... it can be of use if you're comping a still, i suppose...

I tried to make use of it in animation, and there's just no way. Best thing to do would be to beg autodesk to improve the paintFX toolset so that it uses the same z-buffer as everything else. Also, being able to assign any shaders to the paint fx would allow you to make passes like depth, vector, etc...

I tried different ways to get a useful depth pass from paint fx, and the only thing I managed to get was by turning my paint fx into animated cards with transparency, and rendering a pass with a z-depth shader I made... but that was for background vegetation...

Atwooki
10-10-2006, 12:12 AM
This might be worth a look at:

http://www.highend3d.com/maya/downloads/mel_scripts/rendering/misc/3815.html

Haven't tested myself :shrug:

Chris

tom.hanks
10-10-2006, 10:09 AM
Thank you very much guys IŽll try your sugestion and IŽll post what I got later.

rollmops
10-11-2006, 01:13 PM
Did you try simply to render your pfx with:


a camera output setting Depht ON
globals RGB+ alpha+Zdepht
image format supporting Z like maya IFF

To make it macth with other layers first turn autoClipping camera OFF and adjust the same near and far clipping for all leyers to render.

tom.hanks
10-11-2006, 05:52 PM
Thanks for the help:thumbsup:
But about iff files with z channel i find it a little difficult to work with it, because it has no anti-alias so I am managing to create a render layer to produce this channel as a tif file, using a second stroke applied to my curves and converting them to poly just to this layer, so this way I can produce de Zdepth with MayaŽs preset z channel render layer, it worked well, but even so I had to convert to poly.
Sorry the poor english

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