View Full Version : extract and import the Z-Channel

05 May 2003, 10:33 PM

First way:

Render the ZChannel in a seperate File.
And put than my RGBA-file in Fusion together with the Z-file.
I want to blur the Z-channel because of no antialiasing.
How it work?? :)

Second way:

Render one file and extract the Z-channel in Fusion, blur
the channel, and go on with the composite.
How it work?

and wich is the best way? :) :)

thx for any help


05 May 2003, 06:03 PM
Ok i have expiremented a little bit.

but get strange results.

rendert a RGB-file without Alpha and Z-depth.
This includes my rendert scene with Fog ( and all shaders of my objects turn to black, thanks again to opacity for the trick)
the result is a look like Z-depth, But in RGB.
No i have taken the 'Channel Booleans' to turn the luminance
in to the Z-Buffer.

any ideas? opacity? :)


05 May 2003, 11:19 AM
The fact that it looks strange isn't necesserily bad, it says in the manuals that depth isn't made for viewing so it appears strange. Try using the depth with a depth filter and see what you get :) btw, you may have to invert the depth image...

05 May 2003, 12:18 PM
Yep your right :)

I have inverted the Z-depth and it works,
but Fusion kills my Antialias! Why?

here the two images: if you want to try (

In shake i get the same result.


06 June 2003, 10:55 PM
To be honest, zdepth should not have anti-aliased edges.

In fusion at least though, what you need to do in the image you have snap shotted, is to either adjust the merge's z offset to that it doesn't bisect the cube, or turn of z-depth compositing, thus loosing any z information.

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