How can I render using Z-depth? Okay, I go to the render settings and click on the check box titled “z-depth”, but when the image renders I see the same image.
24 hours a day, 7 days a week, 365 days a year, using Maya. You’re gonna have to remove me from the computer ‘cause I ain’t leaving.
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Windows XP Professional x64 Edition
2 GB DDR2 RAM, 4 GB Virtual Memory
256 MB Graphics Card with OpenGL
20” Monitor
Autodesk Maya 2008 x64, RealFlow, & Adobe CS3 Master Collection
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The z-Depth represents the distance from a pixel to the (current) camera as a greyscale value. You have to turn on z-depth, as you already did, and render your sequence. When you render in .iff you get the z-channel integrated in that sequence, when you render in other formats, .tiff maybe, you’ll get another image sequence, called xxx.depth.xxx.
When you open that sequences in fcheck, make sure the “use z-buffer” option is checked. If your comp-tool can handle integrated z-channels you’re done. If not, you have to save the animation from within fcheck as a new image-sequence, where the z-depth is now in the RGB-channels.
There are more ways, but this workes good for me in the most cases.
Another problem you will most likely run into is, that maya (and the other packages too, i think) doesn’t offer anti-aliasing for the z-buffer. One possible way to get better results is, to render the z-pass in double resolution and scale it down in post, so the edges get smoother again.
Be sure to uncheck “render auto clipping planes” in your camera as well and try to find usefull values for them by hand.
For a still camera you could also map a ramp to the outColor of a surface-shader from straight above the scene and apply that shader to all objects in the scene.
There was a z-depth shader for mental ray too, i do remember. With that you got nice AA and it supported transparencies also. But i’ve got no clue, if it’s compatible with maya2008. Would be nice to know.
Edit: Oh, I just recognized that there’s a preset now, that does a good job in some cases. Just create a renderlayer with any geomatry in the scene in it, right-click on it and select “luminance depth”. That will give you a nice antialiased zPass.
I render the image with X-depth but when I go to f-check it says that it has no z-buffer. I’m saving it in *.iff.
24 hours a day, 7 days a week, 365 days a year, using Maya. You’re gonna have to remove me from the computer ‘cause I ain’t leaving.
------------------------------------
Windows XP Professional x64 Edition
2 GB DDR2 RAM, 4 GB Virtual Memory
256 MB Graphics Card with OpenGL
20” Monitor
Autodesk Maya 2008 x64, RealFlow, & Adobe CS3 Master Collection
------------------------------------
Z-depth it is possible to render separately and then to use at post - processing for creation of various effects.
It is possible to use Z-depth for giving depth of sharpness or effect of a fog for object. Besides it can “inform” to the appendix of composing, as the objects on different layers settle down from each other. For example, if at you is thor, inside which there is a sphere acting for its edges, you can render objects separately and you will not have difficulties at composing.
Z-depth is usually single-channel 8-bit (256 shades grey) the image. Though sometimes to increase a range of meanings and accuracy of Z-depth, the 16-bit image is used also. The intensity grey corresponds to distance from object up to the chamber (close - white, far - black). In Maya with the similar purpose the planes of trim are used. You can increase accuracy, placing planes is maximum close to object, but not cutting it thus. Thus it is important to use identical meanings of planes for each layer.
For use: Set z-channel in render settings, set not *iff format (i prefer tga)
In fcheck open rendered image and press Z
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Intel 2x2.67;2gb ram;Nv 8800 GTS 320mb;WinXp sp2
I render with z-depth and I save it as .tga but when I open it in fcheck it only has a mask. No z-buffer.
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24 hours a day, 7 days a week, 365 days a year, using Maya. You’re gonna have to remove me from the computer ‘cause I ain’t leaving.
------------------------------------
Windows XP Professional x64 Edition
2 GB DDR2 RAM, 4 GB Virtual Memory
256 MB Graphics Card with OpenGL
20” Monitor
Autodesk Maya 2008 x64, RealFlow, & Adobe CS3 Master Collection
------------------------------------
Your setup is good to go dude.. If you rendered it with a that setup, you just also rendered the z-depth.
Just look for it in “[yourprojectpath]/images/tmp/” it right there. The ”tmp” subfolder is hidden.
To see it, just “show hidden folders”. There you will find it in .tga with a z-depth info. To be sure, it’s most likely that you want to re-render it in .IFF format. Just to be sure. And look for the image in this directory again. Don’t forget to specify an output image FILENAME so that you won’t have to bother looking in to this directory.
I have a different method in rendering z-depth. I can render it straight in renderview with instant results in less than a couple of seconds in any image format. But i love .tga.
If you’re interested, just say so dude.. I would be very happy to help.
How does your method for rendering z-depth in the renderview work?
24 hours a day, 7 days a week, 365 days a year, using Maya. You’re gonna have to remove me from the computer ‘cause I ain’t leaving.
------------------------------------
Windows XP Professional x64 Edition
2 GB DDR2 RAM, 4 GB Virtual Memory
256 MB Graphics Card with OpenGL
20” Monitor
Autodesk Maya 2008 x64, RealFlow, & Adobe CS3 Master Collection
------------------------------------
1 ] Prepare your scene (camera angle, etc...)
2 ] Select the objects that you want to be rendered in z-delpth. (Most likely you want to select all your models visible in your render camera)
3 ] With those selected, switch from “Display Layer” to “Render Layer”
*From there you should see a button saying ’Create new layer and assign selected objects‘ or something like that if I could remeber it right.
4] Now click on that. * You should see two layers now. One is something like ‘masterlayer’ and the one you just created ‘Layer1’ (rename it if you like).
5 ] Right click on that layer, go to Presets > Luminance Depth. (Not limited to)
6 ] Now all you have to do is to **Hit Render** now, marvel at your work..
* You can adjust the overall depth by clicking on the material override button, there you should see a `surface shader` i think, and click on the connection made to the ‘Out Color’ to reveal the depth controller range.. You can experiment on it..
If you’re not familiar with the MAYAs’ Render Layer, It’s MAYAs’ unique feature that enables its artist to create different scene setup without having to deal with a different scene file. It’s totally different to the `Display Layer`, here you can do amazing things.. ;)
This is not present in any other 3D package. You noticed that when you select one preset such as ‘Luminance Depth’, all your assigned materials are gone and replaced by the ‘Surface Shader’ Material. Don’t worry… It’s something that you should rejoice. Your setup is not gone, it’s there and still ready to be rendered.
All you need to do is to click on the masterLayer to bring your materials back.. ;) You can assign different materials on a specific renderlayer without affecting another renderlayer.
You can create an unlimited amount of RenderLayers with different material setups on it without having to worry about anything, maya handles that pretty good (piece of cake).
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MATERIAL OVERRIDING:
You can do this in MAX but only through a renderer specific method like VRAY, plus in MAX, it wont actually override anything. Like for example you want to test render an interior scene in MAX with VRAY, you should enable material override in VRAYs `global` rollout and select a VRAY material overrride to achieve the same goal. You can see it only during the render. Plus, it’s limited to one material only.
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MAYA can do unlimited number of renderlayers in a totally unique Material Setup with a totally different materials on each item. (3d objects, shaders, cameras, lights, all) You could even assign a different renderer for each renderlayer and run them at once using batchrender.
One of the biggest factor why MAYA is the king of all kings in FILM industry special effects.
Anyways, just update me about this after reading… If it helped, good.. if it doesn’t.. fine.. LOL
Cheers!..
How do you use depth channel in you work? During modelling or for some post-processing (maybe in 2D or movie editor)? If you know where Z could be used in all situations, please write
Bad boys - Bad games!
Intel 2x2.67;2gb ram;Nv 8800 GTS 320mb;WinXp sp2