demdike
06-28-2007, 02:27 PM
Good day everybody,
my current problem is the well known limitation of PaintEffects, they get bad antialiasing if partially hidden behind geometry in the scene. The usual workaround (not overly satisfying in this case) is to render them at a resolution twice as big as desired and scale them down in compositing. To avoid this I thought of the following:
I was wondering if there's a possibility to take an iff-sequence with no existing or empty Z-Depth and write one of the Colorchannels (R, G or B, doesn't matter) to this Z-Channel, either via fcheck or in a CompositionApp.
If possible, the benefit would be that one could use Maya 8's Renderlayers, create with the LuminanceDepth-Preset an antialiased Z-Depth, write this to the Z-Channel of an .iff or .rla and then feed that back into the PaintEffects via Only render strokes and Read this DepthFile: = iff/rla-sequence one just created.
So, am I nuts, did I get something wrong or could this be done somehow?
my current problem is the well known limitation of PaintEffects, they get bad antialiasing if partially hidden behind geometry in the scene. The usual workaround (not overly satisfying in this case) is to render them at a resolution twice as big as desired and scale them down in compositing. To avoid this I thought of the following:
I was wondering if there's a possibility to take an iff-sequence with no existing or empty Z-Depth and write one of the Colorchannels (R, G or B, doesn't matter) to this Z-Channel, either via fcheck or in a CompositionApp.
If possible, the benefit would be that one could use Maya 8's Renderlayers, create with the LuminanceDepth-Preset an antialiased Z-Depth, write this to the Z-Channel of an .iff or .rla and then feed that back into the PaintEffects via Only render strokes and Read this DepthFile: = iff/rla-sequence one just created.
So, am I nuts, did I get something wrong or could this be done somehow?
