Hello all, I have read other posts on the forums, but I can't seem to find an answer relative to my issue.
I am using the stand alone software, no plugins.
I can't get the zdepth to look right.
I attached an image of what I mean.
But here is a description of it.
It's essentially all white. There is very little black or grey, and it doesn't look like a normal zdepth pass. I have tried all sorts of different combinations in the infopass kernel and even the export options. But it comes out the same regardless of what I try.
Is there something I am missing? I read the manual, but it doesn't offer much in terms of set up and "how-to".
z-depth export
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
Hi artech7,
the Z-depth max value in the kernel settings or in the info render passes works in meters, depending on your geometry dimensions, use a proper value. When exporting, remember to active the tonemapping option for visualizing different shades of grey in the Z-depth pas.
Look at this end of this page in the dovumentation:
https://docs.otoy.com/manuals/products/ ... ng-passes/
ciao beppe
the Z-depth max value in the kernel settings or in the info render passes works in meters, depending on your geometry dimensions, use a proper value. When exporting, remember to active the tonemapping option for visualizing different shades of grey in the Z-depth pas.
Look at this end of this page in the dovumentation:
https://docs.otoy.com/manuals/products/ ... ng-passes/
ciao beppe
Thank you for the info! Unfortunately, the Max depth doesn't increase high enough for my scene. It caps off at 100000.000. I suppose I will have to decrease my scene size.
To put it into perspective, I have a landscape that I am rendering out that is about 8kmx8km in size.
To put it into perspective, I have a landscape that I am rendering out that is about 8kmx8km in size.
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
Hi artech7,
here is a 8km x 8km terrain with Z-depth at 32k: use the Save render passes button in the Viewport to export the final image with the "Tonemap the render passes" option active: ciao beppe
here is a 8km x 8km terrain with Z-depth at 32k: use the Save render passes button in the Viewport to export the final image with the "Tonemap the render passes" option active: ciao beppe
Thank you for that example.
Does that change at all when using a plane to displace the surface using a heightfield, though? I'm still having issues getting it to look right.
Something else I have noticed is that your z-depth and samples can far exceed the limits where as mine are limited to the slider range. Is there something that needs to be checked in the settings to have this availability? I'm thinking that the z-depth isn't working because I can't extend the range far enough to cover my landscape.
*EDIT*
The sliders are the same as yours. So that isn't an issue. However, I still am not able to get a zdepth pass to look right.
So this leads me to ask... Could it just be because it is a displacement mesh, rather than an actual model? Would that make a difference?
Does that change at all when using a plane to displace the surface using a heightfield, though? I'm still having issues getting it to look right.
Something else I have noticed is that your z-depth and samples can far exceed the limits where as mine are limited to the slider range. Is there something that needs to be checked in the settings to have this availability? I'm thinking that the z-depth isn't working because I can't extend the range far enough to cover my landscape.
*EDIT*
The sliders are the same as yours. So that isn't an issue. However, I still am not able to get a zdepth pass to look right.
So this leads me to ask... Could it just be because it is a displacement mesh, rather than an actual model? Would that make a difference?
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
So, I took the scene you shared and just added the plane object and displaced it with a heightmap.
So nothing has changed except for the mesh object.
Here is the setup. Same outcome.
So nothing has changed except for the mesh object.
Here is the setup. Same outcome.
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
This seems related to this issue which we have fixed already but still hasn't been released, so keep an eye for the next release where it should have been fixed.
viewtopic.php?f=30&t=55881
viewtopic.php?f=30&t=55881
Ah, so it would seem.
At least it's on the radar. Thank you for the quick support.
Can't wait to see what you guys come up with.
At least it's on the radar. Thank you for the quick support.
Can't wait to see what you guys come up with.
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
Hey, I just tested another scene, but this time using an Alembic scene. Looks like it does the same thing as it does when using just a displaced mesh. That may be the correlation because in my other scene I have to use a plane object (imported into Octane as a .abc file) then the displacement is applied to the plane.
So maybe... it has something to do with Alembic files as well?
So maybe... it has something to do with Alembic files as well?
2x Titan Z
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/
1 Geforce 710 (For Displaying to the monitor)
AMD 8350 CPU
32GB Ram
(Will be using the most up to date versions available. Always)
Octane 3
Octane Plugin for C4D R15
Octane Plugin for Houdini 15
https://www.pwndesign.com/


