It would be really cool to have a refraction pass. More specific, a black and white pass that contained data for use as a displacement to fake refraction in post on layers comped under for example a glass rendered with refraction.
refraction pass
Might be talking out of line (rubbish!) but isn’t it be possible using TLHPro and a similar method to the ‘Distance _depthpass_01’ example Thomas showed in the example files?
R
Hopefully Thomas will answer
That sounds like an interesting idea.
But a greyscale map wouldn’t do you any good - in which direction would the displacement move? It would have to be at least a x/y map, even better a 3D map encoded into a RGB value (like normal maps or motion passes).
But even that would be very limited, since you can only look up a 2D map in post. So all the distance stuff would only work for things like a magnifying glass lying directly on something - as soon as you have more involved transparency, partly transparent stuff or reflections, it would be a mess.
It could only be used for very fakish stuff.
Interesting but not on my list right now.
Cheers,
hey thomas, have you heard of reelsmart motion blur? twould be a cool shader 
I use it with maya to do blur in post. its pretty cool.
Yep. Taron once talked about motion vectors, but so far they failed to show up.
:shrug:
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