Re: 16bit Zdepth?
| Date : Thu, 22 Feb 2007 17:50:07 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: 16bit Zdepth? |
Ah,
thanks guys. The nice thing is I can try this right now in Maya, too. You´ve again helped me alot in getting a bit(depth) better results out of mR.
Cheers
tim
----- Original Message ----- From: "Daniel Rind" <daniel.rind(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, February 22, 2007 5:40 PM
Subject: Re: 16bit Zdepth?
It's Sampling at 0 / 0, and filter size at 1 (the minimum).
Each pixel is sampled at least 22*min* times and at most 22*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>:
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> 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 | ------------------------------------- > . | -*- Digital Fusion Plugins -*- > -------------------------------------------------------------------------- > Mail here will be rejected --> "Real Trap" <r_trap(at)laffeycomputer.com> > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: > unsubscribe xsi
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