You may also find that a linear falloff isn't necessarily what you need.
Plugging the output of the change range into a grad will allow you to tweak
it, if you need to.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Andreas Bystrom
> Sent: 22 February 2007 13:25
> To: XSI(at)Softimage.COM
> Subject: Re: 16bit Zdepth?
>
> grab a scalar-state, plug that into a change_range node and finally
> plug the change_range into the surface port, leave the scalar-state
> settings as it is and set the "new range start" to 0 and "new range
> end" to 1 in the change range node, your old and new-range parameters
> should be set to the distance where you want the depth-pass to start
> and end, you can link these 2 values to nulls with an expression and
> use those to control the depth-pass
>
> Raffaele Fragapane once taught me this trick and I've been using it
> all the time ever since :)
>
> On 2/22/07, Tim Leydecker <BauerOink(at)gmx.de> wrote:
> > What´s the best and most efficient way to output a 16bit
> > or 32bit Z-depth pass from XSI 5.11 and XSI 6.0?
> >
> > I´m currently working with Maya and have just again
> > been reminded what a nightmare it is to get such a
> > simple thing working out correctly. And then import.
> >
> > I´m looking for both the effective default way and for
> > the creative solution, where something like a ramp
> > attached to the camera is projecting from Y down and
> > rendered with AA off. What´s the setting to turn AA
> > in mR again, I *think* it´s Triangle 0/0 with treshold 1, right?
> >
> > Cheers
> >
> > tim
> >
> >
> >
> >
> >
> >
> >
> >
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