RE: 16bit Zdepth?

Date : Thu, 22 Feb 2007 11:57:07 -0500
To : <XSI(at)Softimage.COM>
From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
Subject : RE: 16bit Zdepth?
Mental ray samples on pixel corners but filters from the pixel centre.

With that in mind, the only way to get a non-shifted, non-blurred, point-sampled image is to render with sampling at 1/1 and using a triangle filter at 1. This ensures that only the center sample is used in the final output, with the rest thrown out.

Unfortunately, it is also hideously expensive.

 - ½

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of André Adam
Sent: 22-Feb-07 11:54
To: XSI(at)Softimage.COM
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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