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Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 9:03 am
by prodviz
I don't think z-depth should be AA.
Having said that, would be cool to have an AA and non AA z-depth for certain tasks.

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 9:24 am
by Vue2Octane
prodviz wrote:I don't think z-depth should be AA.
Having said that, would be cool to have an AA and non AA z-depth for certain tasks.
It should definitely be optional to do AA. If you use it for example to control a blur mask, i.e. you do depth of field in composite, then the jaggies will show. Also for other stuff.

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 6:55 pm
by stratified
Vue2Octane wrote:
prodviz wrote:I don't think z-depth should be AA.
Having said that, would be cool to have an AA and non AA z-depth for certain tasks.
It should definitely be optional to do AA. If you use it for example to control a blur mask, i.e. you do depth of field in composite, then the jaggies will show. Also for other stuff.
All our info passes (and our info channels kernels which are the same) do anti-aliasing. You can control it by using pixel filtering but you cannot turn it off. So if you end up with jagged edges it means you did not take enough samples/px.

If there's need for crisp edges, we can make this an option.

cheers,
Thomas

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 10:27 pm
by prodviz
As far as I understand, zdepth represents how far a point is away (in Z) from the camera or image plane. So AA would give the incorrect pixel reading.

So, I'd say we'd want the non AA zdepth first and then a second, AA version (for carrying out other effects.)

Also, on the Passes front, have we sorted out how to output separate red, greed and blue mattes for every material in a scene?
I like the way V-Ray does this by having multiple render layers, each containing red, green and blue.

cheers.

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 10:30 pm
by abstrax
prodviz wrote:As far as I understand, zdepth represents how far a point is away (in Z) from the camera or image plane. So AA would give the incorrect pixel reading.

So, I'd say we'd want the non AA zdepth first and then a second, AA version (for carrying out other effects.)

Also, on the Passes front, have we sorted out how to output separate red, greed and blue mattes for every material in a scene?
I like the way V-Ray does this by having multiple render layers, each containing red, green and blue.

cheers.
Could you have a look at our proposal:
http://render.otoy.com/forum/viewtopic. ... 00#p207200

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 11:10 pm
by stratified
prodviz wrote:As far as I understand, zdepth represents how far a point is away (in Z) from the camera or image plane. So AA would give the incorrect pixel reading.

So, I'd say we'd want the non AA zdepth first and then a second, AA version (for carrying out other effects.)

Also, on the Passes front, have we sorted out how to output separate red, greed and blue mattes for every material in a scene?
I like the way V-Ray does this by having multiple render layers, each containing red, green and blue.

cheers.
Well not really, if some geometry boundary is visible through a pixel, both are wrong. These are just 2 ways of being wrong.

cheers,
Thomas

Re: Render Passes Discussion

Posted: Thu Oct 16, 2014 4:06 am
by TBFX
stratified wrote:Well not really, if some geometry boundary is visible through a pixel, both are wrong. These are just 2 ways of being wrong.
Yes, exactly, and most of the time an anti-aliased depth pass is much more use than an aliased one.

T.

Re: Render Passes Discussion

Posted: Thu Oct 16, 2014 4:31 am
by TBFX
abstrax wrote:
All three passes together can then be composited onto some background image:
resting_ring_floor_logo.png
With shadows (alpha blending - could be made multiplicative, too):
resting_ring_comp_shadows.png
With reflections (addition):
resting_ring_comp_reflection.png
With the layer (alpha blending):
resting_ring_comp.png
Please let us know if that makes sense to you.

Cheers,
Marcus
Yes, this looks great from a CG/live plate integration point of view. The one thing not covered here though is we would also need to be able to project the bg plate, ie. the image we want to place the CG into, onto geometry that matches it, in this case the floor, and have that geometry be reflected by and pass lighting and shadow contributions onto the CG elements but be invisible to the camera in all the passes. I actually think this would already be possible with the existing visibility options but just wanted to make sure you knew it would be needed in the layer setup as well.

T.

Re: Render Passes Discussion

Posted: Thu Oct 16, 2014 5:03 am
by abstrax
TBFX wrote:Yes, this looks great from a CG/live plate integration point of view. The one thing not covered here though is we would also need to be able to project the bg plate, ie. the image we want to place the CG into, onto geometry that matches it, in this case the floor, and have that geometry be reflected by and pass lighting and shadow contributions onto the CG elements but be invisible to the camera in all the passes. I actually think this would already be possible with the existing visibility options but just wanted to make sure you knew it would be needed in the layer setup as well.

T.
We do that already with the matte material (see http://render.otoy.com/forum/viewtopic. ... 10#p177710) and would do something similar with the layers, at least as an additional option.

Re: Render Passes Discussion

Posted: Thu Oct 16, 2014 8:19 am
by momade
hello abstrax.

i went through your proposal again in detail. it still looks fine to me. yet 1 questions remains.

1. concearning reflection pass. what do you mean by "in the image above I also had to add some offset. Otherwise parts of the layer would have negative values which Gimp can't use."


other than that, what TBFX sais about the plate-reflection-comp is very important as well..