Is it possible to get better results with the z depth pass on small scale items? The 'enviroment depth' in the zdepth render AOV doesn't seem to do anything in the live viewer. Basically I'm trying to render out different passes to comp and create an image to be used with a CNC Router.
My workaround will probably be using a diffuse gradient texture in word space with white towards the camera and black far from the camera IF I cannot dial in the Zdepth
Z Depth on a small scale
Moderators: ChrisHekman, aoktar
Hi there,
we are having the same issue over here, with a similar workaround.
Wondering why Octane doesn't implement simple type-in values (or even pick objects) for Z-depth min and Z-depth max. Currently Z-depth min is always camera-dependent and in our case we want a perfectly white to black gradient on the object without having to workaround..
Any explanations?
we are having the same issue over here, with a similar workaround.
Wondering why Octane doesn't implement simple type-in values (or even pick objects) for Z-depth min and Z-depth max. Currently Z-depth min is always camera-dependent and in our case we want a perfectly white to black gradient on the object without having to workaround..
Any explanations?
To get more customized AOV you can use a Global texture AOV with a utility texture or a custom shader.
In this case you could use the Z depth texture, it has a normalization range to map start and end values to [0..1] range. This will put black at the start (near) and white at the end (far) point, so you could plug that into an Invert texture node if you would rather have white near, then plug the output into a Global texture AOV.
To interactively find the right values you could temporarily use the auto-focus picker and check how it changed the focal depth, then put it back to its original value.
This will also change when you move the camera (like a Z depth with a min depth would) so if you really want something in world space maybe try playing with the Relative distance node into a global texture.
In this case you could use the Z depth texture, it has a normalization range to map start and end values to [0..1] range. This will put black at the start (near) and white at the end (far) point, so you could plug that into an Invert texture node if you would rather have white near, then plug the output into a Global texture AOV.
To interactively find the right values you could temporarily use the auto-focus picker and check how it changed the focal depth, then put it back to its original value.
This will also change when you move the camera (like a Z depth with a min depth would) so if you really want something in world space maybe try playing with the Relative distance node into a global texture.
This is a "great" workaround. But does it have to be that complicated ? Instead of doing this manipulation per material, wouldn't it be more efficient to look into modifying the zdepth parameters and enable us to have an auto zdepth option?jobigoud wrote:To get more customized AOV you can use a Global texture AOV with a utility texture or a custom shader.
In this case you could use the Z depth texture, it has a normalization range to map start and end values to [0..1] range. This will put black at the start (near) and white at the end (far) point, so you could plug that into an Invert texture node if you would rather have white near, then plug the output into a Global texture AOV.
To interactively find the right values you could temporarily use the auto-focus picker and check how it changed the focal depth, then put it back to its original value.
This will also change when you move the camera (like a Z depth with a min depth would) so if you really want something in world space maybe try playing with the Relative distance node into a global texture.
It makes me think about the AOV fog setup, which is tedious to recreate but could be a real timesaver if implemented in an ergonomic manner.