View Full Version : rla zdpeth antialiasing
07-14-2009, 06:59 PM
there is a problem with my rla zdepth, looks like antialiasing problem but i couldnt solve it yet. do you have any idea how to prevent this. i attached afx screen shot. 5 days to deadline. :bowdown:
07-14-2009, 07:06 PM
this problem also appears in exr format.
07-22-2009, 01:22 PM
At which bit-depth are your rendering?
07-24-2009, 07:20 AM
By definition an z-depth pass cannot be blurred or have anti-aliased edges. Each colour value represents a distance of the geometry from the camera. The edge of a building can't be 2 metres from the camera and 2.1 metres from the camera.
Perhaps consider doing a fake z-depth pass (like a fog pass) or rendering a coverage pass so you can blur the edges:
Not exactly relating to z-depth, but kind of the same idea.
07-24-2009, 08:06 AM
In the End Z-Blur is always a fake and likely to produce artifacts/errors.
Use Matts techniques above. Especially if its just fog you want, you are probably better of with a fog pass you later comp in and adjust via levels.
Also try 32-bit rendering (not sure if your AE plugin supports that) and a optimized depth range, so you get a better "pixel-depth" definition of the area with the "wrong" edges.
OT: Again a case where Matts "Make_Awesome_Now" node really would come in handy... ;)
07-25-2009, 09:08 PM
Also try 32-bit rendering (not sure if your AE plugin supports that) and a optimized depth range, so you get a better "pixel-depth" definition of the area with the "wrong" edges.All real z depth files are a float no matter what your bit depth is set to in the renderer.
07-26-2009, 10:28 AM
I didnīt know his tools and settings. Iīm using Cinema 4D for example: there you can render RLA only in 8 or 16-Bit for the Z-Pass. He probably comped everthing in AE with the default 8-Bit... All this could result in the described artefacts.
But since the original poster hasnīt answered yet, we can only guess...
07-26-2009, 10:28 AM
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