View Full Version : Z Depth not rendering properly
11 November 2009, 10:18 PM
Hello there guys,
I've been messing around with Vue for almost 2 years and I always end up with the same problem: Zdepth pass looks horrible in the edges. I've tried every render setting but it doesn't seem to affect the quality of the depth pass. Just check this 2 examples.
The beauty pass looks wonderful but the Z depth is way too pixelated in the edges. This is a real problem because it destroys the image everytime I try to make a DoF.
I've been searching all over the internet for hours and I can't find a solution. I hope you guys know what is going on here.
PS: Also check this (http://1.bp.blogspot.com/_ikp9whEn9JA/SvhHqIeazhI/AAAAAAAAAuo/q1b9sIVNqNU/s1600-h/paisaje_noche_DOF.png)composited image and see how it destroys the border of the trees. Take a closer look at the trees near the tower...
11 November 2009, 01:46 AM
There are 2 Z-depth channels: 1 that is calculated for the scene and one using multipass. The scene Z-depth render usually looks better. Just hit the little "Z" button at the top of the image render screen following a render to see it. Also, set your object AA quality to 100%. Also, if you are just trying to mask out the sky, try using the alpha channel render instead.
11 November 2009, 02:12 AM
There are 2 Z-depth channels: 1 that is calculated for the scene and one using multipass. The scene Z-depth render usually looks better. Just hit the little "Z" button at the top of the image render screen following a render to see it.
I know that. I got this ZDepth file from the render screen. A
Also, set your object AA quality to 100%.
I'm not sure about how to do this.
Also, if you are just trying to mask out the sky, try using the alpha channel render instead.
So far, the alpha channel worked great. My problem is with the Z Depth.
Thanks for answering man. :cool:
11 November 2009, 06:22 AM
Okay, I see your issue now after having viewed the link to your DOF blur image. The blur bloom artifacts around the top edges of the trees are being caused by the abrubt change in Z-depth between the top of the tree edges and the sky coupled with the blur radius you are using. This is one of the limitaitons of using fake pixel-based DOF blur. You can fix this somewhat by stretching out the Z-depth image using Photoshop's or PSP's black and white points adjustment as I did in the image below. The right way to do this of course is to render the image with real DOF in Vue which will give you better results.
11 November 2009, 06:22 AM
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