Re: 16bit Zdepth?

Date : Thu, 22 Feb 2007 17:53:31 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: 16bit Zdepth?
The minimum filter range is 1 pixel (radius), and since the samples are shot in a one-sample-per-pixel raster, the filter will *always* reach the neighbouring samples. The trick is to use a filter with a zero-weight at the maximum extent, like triangle or gauss. Box will have a 1 weight throughout the whole distance, therefore combining the original pixel's sample value with the neighbouring ones.

Oh, and I guess the jitter option should be turned off for all of this to work; haven't tried that, but it should cause problems due to the need for an even sampling raster (see above).

Cheers!

   -André

Daniel Rind wrote:
It's Sampling at 0 / 0, and filter size at 1 (the minimum).
Each pixel is sampled at least 2^2/min/ times and at most 2^2/max/ times in each direction.
So for 0 / 0 this means 1 x 1, and for 1 / 1 it would mean 4 x 4, or 16 samples per pixel.
The filter /shouldn't/ make any difference, but oddly it does. Box filtering adds blur and shifts the whole image down and left by half a pixel (really odd), so take triangle filtering.
Ciao, Daniel!


2007/2/22, Tim Leydecker <BauerOink(at)gmx.de <mailto:BauerOink(at)gmx.de>>:

    Hey,

    thanks alot guys! I´ve had great success with a projection
    of a gradient piped into a constant shader and that one
    assigned the partition (like it simple, the backroundpartition).

    It´s just that rendering bit that puzzles me. To rinse and repeat,
    I use Filtering set to 0/0, or is it 1/1?

    That´s the bit I don´t get, how to make sure I have no AA at all.

    From there it´s still somewhat challenging to get the correct
    mapping (e.g. linear instead of gamma corrected) out of XSI
    but that one I should get together by rendering to float/linear.

    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 <mailto:joe(at)laffey.tv> > To: <XSI(at)Softimage.COM <mailto: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>
[mailto: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 <mailto: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 | -------------------------------------
> . | -*- Digital Fusion Plugins -*-
>
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