Manually creating a depth pass


#1

Manually creating a depth pass:

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#2

so aaa what would thise be used for??? can you please explain…thank you


#3

cool, another helpful tutorial thanks.

there are many other ways of doing this, the one i tend to use takes a bit more setup but gives a lot more flexibility. i also gives you a focus point as well, so you can have foreground and background depth of field from one depth matte.

1 - set back drop to white
2 - add a null called “focus” to the scene, and place where your focal point will be
3 - make all services 100"% luminous, 0% diffuse and white
4 - add a gradient that goes from pure white to pure black on the colour channel with a “distance to object” input pointing at your “focus” null

it takes a little setup but works great, i have a surface preset already setup and just load it over the top of all objects in a scene when needed. a neat trick is to parent the “focus” null to a moving object in your scene that way it’ll always be perfectly sharp with the world defocusd around it.

thanks again proton

n

ranhell - it can be used to add depth of field in post (i use after effects)


#4

Photoshop CS+ can also use depth passes for the lens blur filter. It can also be used to add fog in post, desaturate objects as they get further away etc. Basically another way to add an effect in post rather than attempting to get it right in the render.

I think that it’s worth mentioning that transparent surfaces need to be set up correctly to use a depth pass correctly otherwise objects that are in the distance but behind glass won’t be affected in the way they should. I’ve had that happen a few times & it completely spoils a shot.

Is there an easy way round this other than using the surface method & keeping transparent polys transparent?


#5

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