Ok so this is my probem.
Screen is from Fusion 7 compositing software.
1. I create a render.
2. I get a Z-depth map. What's important is: what is what is close is dark. What's far rom camera - is white.
3. I use Z-depth preparation node and have to invert it because the:
4. FOG node uses white color as near plane and black color as far plane.
And now I have the problem because I have fog only where objects are. Where HDRi is, there is no fog.
Shouldn't the Z-depth have WHITE color in background. In fact it's in far distance and far distance in Z-depth from Octane is colored white.
If everything is fine and I'm making myself a problem than is there any way to overcome it?
I could create an alpha mask to cover the black areas and than overlay it on white image, but I'm not sure if this is a good compositing behavior...
Z-depth problem
Moderators: ChrisHekman, aoktar
hi,
if I understand correctly your issue, why not adding a huge sphere all around just for z-pass calculation?
ciao beppe
if I understand correctly your issue, why not adding a huge sphere all around just for z-pass calculation?
ciao beppe
It probably would Beppe.
But I'm not making two render runs only because Z-depth needs additional element.
I used alpha channel to separate objects in z-depth and overlay them on white background. It worked.
I was just curious about my settings. Maybe something was wrong with them.
But if not. Well... It's sometimes the part of compositing art, to use informations you have to achieve the effect. Whatever it takes
But I'm not making two render runs only because Z-depth needs additional element.
I used alpha channel to separate objects in z-depth and overlay them on white background. It worked.
I was just curious about my settings. Maybe something was wrong with them.
But if not. Well... It's sometimes the part of compositing art, to use informations you have to achieve the effect. Whatever it takes

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Hi,slepy8 wrote:It probably would Beppe.
But I'm not making two render runs only because Z-depth needs additional element.
I used alpha channel to separate objects in z-depth and overlay them on white background. It worked.
I was just curious about my settings. Maybe something was wrong with them.
But if not. Well... It's sometimes the part of compositing art, to use informations you have to achieve the effect. Whatever it takes
It's very unlikely that Z-depth is incorrect in Octane.
I see your trying to use Z-depth in eyeon fusion. It's probably easier to save the Z-depth as untonemapped EXR to have the absolute Z-depth values. R, G, B channels in the EXR will all have the same absolute depth (we'll probably change this later, 3 channels is a waste).
cheers,
Thomas