How can I make zdeph maps for deph of field effect?
Regards
zdeph maps
I experienced lots of problems with this method when rendering planes with opacity maps(ie PFlow facing particles or billboards).
Another way would be applying a distance falloff to both diffuse and selfillumination and deleting any lighting(and reflection/refraction) from the scene, but keeping the opacity maps.
Yes, there is this problem in the Z with planes with opacity maps.
Just to add, if your using mental ray and max2008 you can use the Card Opacity shader to solve this problem, it’s part of the Production Shaders and needs to be unlocked as mr. Zap said in his blog: http://mentalraytips.blogspot.com/2007/10/production-shaders-hidden-treasures-of.html
hi
or you use the ba_raylenght shader from binary alchemy. Then can you make your own z-Depth Shader with include reflection & refraction.

gmrf-Tread: Look here: http://forum.german-mentalray-wiki.info/viewtopic.php?p=1278#1278
mfg
hot chip
final render has opacity clipping from the z depth render element as well - very handy
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