Z channel from a 3D renderer


#1

Hi;

I’m having difficulty applying zdepth blur to a 3drenderer node that has the z channel active. When I normalize the z channel in the viewport I can see the zdepth channel, but when it comes to plugging it into a zdepth node, I don’t see any of that z depth info applied. In fact, when I try to get the z channel and copy it to luminance using a channel boolean node, I get a completely alpha like channel, all white… What am I missing?

Thanx

AJ


#2

Depending on the version of Fusion, the z depth will be in float color space, so all values may end up above 1, hence giving you a non-normalized alpha looking image. The zdepth tool should have the correct focal point selected by clicking and HOLDING the left button on the pick, dragging over the display and then RELEASING the left mouse button. (Odd quirk of the pick buttons in Fusion).

Then any adjustments made to the blur setting should be visible in the display, and can be exaggerated with the scale slider.


#3

Jason,
Is there any way to normalize zbuff channel ? auto-gain works per-frame and I would like something ‘static’


#4

I just solve this problem of mine recently. I’m using maya to render the zdepth in iff format before, and fusion just couldn’t read iff z channel. So what I did was to do a pass for depth and render them in rla format, because this format does not contain z channel, it’s automatically map into rgb channel. I bet you can render it in different format, just make sure that the z buffer is not map into z channel and supports 32 bit float.

Also, in my camara depth pass. I remapped the minimum and maximum buffer, this should vary in different scene, but primarily to help us getting constant range of z value solving some problem especially when something comes into the frame suddenly and the range can be off here and there.


#5

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