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Post by Vince De Quattro on Oct 8, 2004 15:00:24 GMT -8
Q: How do I create a Z-depth pass?
A:
Create and view z-depth renders
The depth channel represents the distance of objects from the camera.
To create a Depth file
1. Turn on Depth Channel (Z Depth) in the Render Global Settings window.
2. Open the renderable camera's Attribute Editor in which you want to create a depth file.
Select View > Camera Attribute Editor from the current view. See the Lights and Cameras guide for details about the Camera Attribute Editor).
3. In the camera's Attribute Editor, select a Depth Type from the Output Settings section (Closest or Furthest Visible Depth).
To view depth channels
1.View the animation file using FCheck.
See the Rendering Utilities guide for information on FCheck.
IRIX, Linux and Windows
2. Press z to see the depth channel.
Mac OS X
FCheck does not let you view the z-depth data of an .IFF file. To view z-depth data, use a non .IFF file format and then view the z-depth data stored in the separate file.
3. If the output format is not IFF or RLA, Maya writes a separate depth file containing a black RGBA image with depth values.
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Post by Vince De Quattro on Oct 28, 2004 22:30:40 GMT -8
For those that were at the wrokshop and for those who weren't. We talked about Z-Buffering or making a depth map pass. After much painful testing, a shader was found that gave better results than the Depth channel option in Maya's Render Globals. This shader allows you to render using Maya's software render, capturing depth information via a shader. Now we can have nice anit-aliased depth maps!! ;D The way to use the shader is to import the depth.ma file from Student Drop off, 626_01 and use it as the shader for everything in the scene you want to include for your depth pass. You can set your render globals to render out a .tga or whatever. I would save the depth.ma file somewhere locally so you can use it all the time, or when you need to. Then just import it in to your scenes that require and decent depth map. You may want to consider saving the scene as bla_bla_depth.ma or whatever. This way it is separate from your color scene. I hope this makes sense. The fun part is bringing this into After Effects and using the depth information to blur the scene respectively. Vince is gonna have to walk you through that one... cuz I suck at it, as of yet! To recap: grab the depth map file from Student Drop off, and import it in to your scene. Apply the shader to your objects. Batch render your scene. If you still can't find the depth.ma file.. you can find it here: www.highend3d.com/files/?group=mayashaders§ion=&minl=100&maxl=50&numi=257&sort=file_nameGood luck!
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Post by turbokitty on Oct 30, 2004 0:42:36 GMT -8
Thanks! Much appreciated.
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