View Full Version : DOF Pass from Maya to Nuke


Kinematics
04 April 2010, 08:10 AM
Okay guys,

age old question popping up again. I rendered out the scene in Maya2010 using OpenEXR with one of the channels containing a depth pass.

The scene is a little complicated as the camera pans around the subject matter, which means I can't break up the scene into layers and blur them seperately and will definitely need to use the zBlur function in Nuke.

Unfortunately, the areas where there is a strong change in depth seems to cause this artifact. Am I doing this wrong?

Would using a shader projection solve this issue?

Dof Pass (http://www.media-design.us/187/dof_pass.jpg)
Dof Result (http://www.media-design.us/187/dof_color.jpg)

kelvincai
04 April 2010, 05:47 AM
i assumed you used maya mental ray's pass system.

how come your depth pass is not greyscale?

check the occlusion checkbox. it helps to reduce the edge artifacts.

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04 April 2010, 05:47 AM
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