Looking for some clarification on working with Z-Depth. Is the process simply to futz with the Z-Depth Max setting until you get a usable depth map? I am finding this to be very hit and miss, missing big time when dealing with smaller objects. I must be missing another key ingredient here.
I have my camera set up with Focal point and DOF Map Rear Blur where I like and can render a depth pass using the C4D Standard renderer, but those settings appears to have 0% effect on Octane's depth pass.
Z-Depth??
Moderators: ChrisHekman, aoktar
AFAIK the best way to use the depth map is to save it in 32 bit format, in a Tiff or EXR. Then you get the full range and the little details.
Actually there are already some threads about this topic.
Actually there are already some threads about this topic.
C4D 2025 | Win10
Friend,
As Zoppo says that Z-depth and other passes are linear by default. This mean colors can big than 1.0 values. If you save on a format which support float values(n>1.0) it works.
Also other option is to use tone-mapped for passes with jpg, png, etc... Also you need to adjust z-max value.
As Zoppo says that Z-depth and other passes are linear by default. This mean colors can big than 1.0 values. If you save on a format which support float values(n>1.0) it works.
Also other option is to use tone-mapped for passes with jpg, png, etc... Also you need to adjust z-max value.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- muchogrande
- Posts: 61
- Joined: Wed Jan 14, 2015 9:19 pm
Sorry, should have clarified my issue. I saw the posts about render formats and understand that aspect.
The thing is, all of those people appeared to have successfully created a preview of the depth map in the LV. I cannot get a working preview in LV.
If I futz with Z-Depth Max the object I am attempting to build a depth map for shifts from solid white to solid black in the LV. In between the two extremes it does turn grey, but solid grey. EG, it is acting like the object is a flat plane with no depth detail. (When in fact it is an object with depth detail.
The thing is, all of those people appeared to have successfully created a preview of the depth map in the LV. I cannot get a working preview in LV.
If I futz with Z-Depth Max the object I am attempting to build a depth map for shifts from solid white to solid black in the LV. In between the two extremes it does turn grey, but solid grey. EG, it is acting like the object is a flat plane with no depth detail. (When in fact it is an object with depth detail.
- muchogrande
- Posts: 61
- Joined: Wed Jan 14, 2015 9:19 pm
But beyond my specific issue, my question is around what exactly controls the focal point and depth/length settings?
Even when working with large objects (400m cube) where I can visualize a depth map in LV, using Z-depth Max to control the focal point and depth/length is kind of a hit and miss scenario. Is there no more refined control than this one parameter? Is there not a setting on the camera that is involved?
Even when working with large objects (400m cube) where I can visualize a depth map in LV, using Z-depth Max to control the focal point and depth/length is kind of a hit and miss scenario. Is there no more refined control than this one parameter? Is there not a setting on the camera that is involved?
- alecmaassen
- Posts: 64
- Joined: Wed Jun 04, 2014 5:29 pm
Hey I believe the setting you're looking for is the Near clip depth in the octane camera settings...
- muchogrande
- Posts: 61
- Joined: Wed Jan 14, 2015 9:19 pm
That works for you? I have tried changing Near Clip Depth / Far Clip Depth under the Thinlens tab in the Octane camera and have not seem those params impact the depth map generated by Octane.
Hi guys,
no, Near clip depth has nothing to do with z-depth.
Near clip depth is used as a cutting plane for hiding foreground geometry, eg. hiding a wall for watching inside a room.
The Z-depth value is in meter, look at this picture: Try to insert a more precise distance value.
ciao beppe
no, Near clip depth has nothing to do with z-depth.
Near clip depth is used as a cutting plane for hiding foreground geometry, eg. hiding a wall for watching inside a room.
The Z-depth value is in meter, look at this picture: Try to insert a more precise distance value.
ciao beppe
- alecmaassen
- Posts: 64
- Joined: Wed Jun 04, 2014 5:29 pm
How are you getting a clean black to white backgrounding your Z-Depth? Whenever I use Z Depth, my render goes from black to white to black like in this photo. (http://imgur.com/bCIKPcg) This is mainly because I don't have anything in the background/alpha. I see in your render that you have a polygon under the camera? Is that what I need to do?bepeg4d wrote:Hi guys,
no, Near clip depth has nothing to do with z-depth.
Near clip depth is used as a cutting plane for hiding foreground geometry, eg. hiding a wall for watching inside a room.
The Z-depth value is in meter, look at this picture: Try to insert a more precise distance value.
ciao beppe
Thanks!
It really doesn't matter if you have the Alpha channel active. anyway yes, correct, in this case I have a simple polygon object parented with the camera, to have the white background 
ciao beppe

ciao beppe