Author Topic: Z-depth & glass  (Read 5190 times)

2018-02-08, 15:16:31

fla

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Hey guys!

I'm doing some test renderings and preparations for final rendering of arch viz.
I'm planning to do DOF in post aftereffects by rendering a Z-depth pass.

So I'm having some trouble with setting up Z-depth so the black&white gradient would continue going inside the building and not stopping where the glass is.
I know I can re-render only the Z-depth map with the glass elements turned off, but I prefer doing it in one pass.

Is there a setting I'm missing?

Thanks,
matej

2018-02-08, 16:51:25
Reply #1

TomG

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You can turn off the glass object's visibility in masks in the glass material (see attached). Notes

- It will exclude the object from all masks, not just the Z-Depth (but not from render passes like Reflection etc.)
- Refractions will not be calculated for the Z-Depth (perfectly fine for windows and anything with Thin enabled)

Tom Grimes | chaos-corona.com
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2018-02-08, 18:02:21
Reply #2

fla

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Thank you @TomG !

2018-02-08, 19:08:20
Reply #3

Marvey

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i had the same question few months ago for a work i was doing, didnĀ“t knew about that, nice, thanks!!

2018-02-08, 19:14:06
Reply #4

TomG

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Most welcome!
Tom Grimes | chaos-corona.com
Product Manager | contact us

2018-05-27, 13:11:15
Reply #5

LC3D

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Is there a way to have the zdepth render "see through" the glass and still maintain the glass as a channel in the CMasking Masks?
such that i can control DOF in post for an animation?

2021-03-09, 17:04:41
Reply #6

fabio81

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can you? there's a way?

2021-03-13, 05:50:35
Reply #7

edub

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