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Hamburger
07-02-2009, 05:41 AM
Is it possible to include the physical sky into a zdepth pass (Maya 2009 renderpass system)?

You can see in the attached picture there is an ugly white halo around the leaves which looks horrible when some DOF is applied.

Is there a way for the sky to be calculated properly into this pass instead of just the edges?

smaragden
07-02-2009, 11:51 AM
I'm doing this in comp where i set an expression on the depthpass.
Something like:
depth==0?1000:depth

The alternative is to create a big sphere around your scene and set its transparency to 1.
I think that can work.

/Fredrik

Ash-Man
07-06-2009, 05:26 PM
not sure if this will work

the kleaf texture file, try to make filter to none

Hamburger
07-08-2009, 05:39 AM
thanks for the help guys.


The alternative is to create a big sphere around your scene and set its transparency to 1.
I think that can work.

/Fredrik

I think this might be the best way to do it. with a mip_rayswitch node.

not sure if this will work

the kleaf texture file, try to make filter to none

The leaf texture file is fine, it's just that Maya doesn't include the sky into the depthpass.

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07-08-2009, 05:39 AM
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