I can´t test the above today since I´m still working in Maya
but allready do most of my personal stuff in XSI (at home) it
would be great to also optimize that in depth once and for all.
The more I have the chance to compare the apps, the less
satisfied I am with Maya, btw. Especially when shading and
rendering with passes in mind. Oh, boy. Additionally, it´s Maya8...
Cheers
tim
----- Original Message -----
From: "Joe Laffey" <joe(at)laffey.tv>
To: <XSI(at)Softimage.COM>
Sent: Thursday, February 22, 2007 4:18 PM
Subject: RE: 16bit Zdepth?
> On Thu, 22 Feb 2007, Kim Aldis wrote:
>
>>> -----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
>
>
>> 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.
>>
>
> I think the non-linear mapping would be better done in the compositor, though. That
> way you have the option of linear or putting a curve on it.
>
> --
> Joe Laffey | Visual Effects for Film and Video
> LAFFEY Computer Imaging | -------------------------------------
> St. Louis, MO | Show Reel http://LAFFEY.tv/?e04685
> USA | -------------------------------------
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