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depth pass question?
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  • barticuss
  • Posted: 01 November 2010 01:08 PM
  • Location: sacramento, ca
  • Total Posts: 8
  • Joined: 08 January 2010 01:40 PM

I’m not sure if a depth pass is the correct solution, but this is what I’m trying to do.
I have a C.G environment that I will composite a live action actor into.
The actor will be in the center of a cylinder. The cylinder rotates around the actor, so the object is both foreground and background.
In order to make my compositing job as easy as possible, so I want to break the scene into foreground and background “zones”. A plane at a specific point in (z) space would separate the foreground and background. Ideally the plane’s (y) rotation would match the camera’s perspective animation.
I’ve played around with the depth shader, but that is based on camera distance and I haven’t been able to get a defined edge between background and foreground.
I’ve also played around with clipping planes, but I don’t think that will work they way I want to either.
I feel like this is a common thing, but not sure how to find out the solution.
Thanks,
-B



Replies: 1
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Using the clipping path seems to be the best solution.
Now I need to plot the distance from null to camera, and link that with my near (for foreground) and far (for background) clipping planes.
I’ll post that question in the animation section.

Author: barticuss

Replied: 02 November 2010 07:07 AM