Re: depth pass with transparency

Date : Tue, 21 Mar 2006 11:21:20 -0800
To : XSI(at)Softimage.COM
From : Andy Jones <andy(at)thefront.com>
Subject : Re: depth pass with transparency
Does ray length work like you want with sprites? I've had problems in the past where the ray length as read by objects behind a transparent object are too "short" because they represent the distance from the transparent object to this object. If that turns out to be a problem for you, you could read the intersection point and origin vectors and calculate the distance to the eye manually with a math vector-scalar node set to distance.

-Andy

Dan Yargici wrote:

Assuming you haven't used incandescence on anything, do exactly as you
have and hide all the lights in the scene. Voila!

If you are using the scene ambience then you have to link the ambience
to something you can override and turn that off too, as I'm sure you know.


DAN

adrian wrote:

i have a scene with multiple textured objects, each object has it's transparency driven by either a texture, or incidence
i want a depth pass (not zpic, i need it aliased!) but the depth pass must use the transparency of the objects as they appear in rgb pass
normally i'd overide the diffuse/ambient of all the materials with a white color state or similar, then apply a black volume fog
to the pass.....
but, when i do this, and switch back to the rgb pass, the diffuse connections on EVERY node in the rendertree are disconnected!
thus destroying my rgb pass......
any top tips from you lovely people on how to achive the depth pass i'm looking for?
i would render an rgb pass with fog, but then the color difference in the textures of the objects would read as depth information
bah!


Adrian Wyer
Fluid Pictures




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