Deep channel kernel images, what for?

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jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Hello everybody, i hope you are having a great time rendering with octane as i am :)
i have a question:

what are the uses of the images you get with the deep channel kernel?

I supose that they are used for postproduction... but i cant find any information on this forum, the web or in the octane manual to help me.
the only image that i know how to use is the "material ID" (i use it along with photoshop to select elements easier) but the others not a clue :(

does anybody knows where i can find a good source of information around this topic?
maybe the octane manual should have this info there.

thank you very much for your time.

JP
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mauricesteenbergen
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jp_vas wrote: what are the uses of the images you get with the deep channel kernel?
I supose that they are used for postproduction... but i cant find any information on this forum, the web or in the octane manual to help me.
P
I sometimes use the Z-Depth output to drive a "depth of field" plugin in After Effects.
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Daniel
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You can also use Z-depth to create atmospheric fog.
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PAQUITO
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I also use material_id for independent material retouch into photoshop.
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Image
Dave_Yu
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Normals and world point position can be used for relighting in comp. Z Depth can be used for adding fog or DOF in compositing.
Since Octane does not have velocity pass, I use vray or the default renderer to output so I can do motion blur in comp.

I recommend Reelsmart motion blur
frischluft Lens Care for dof for those who prefer to do dof in comp using Z Depth..
jp_vas
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Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Thank you very much for the replys.
i used z-depth and finally understood its use :), y also found a video that uses the normals pass to change lighting of an image.

but the ones that i dont have a clue what they do are:

-Position
-texture coordinates
-tangent vector

somebody has information about these?
maybe a OTOY member could do an explanation? :)
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roeland
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The first main use for the deep channel kernel is post-processing, there are already some examples in this thread. Position renders the position of the objects that are visible in the image, this can be used in post production.

The other use is finding some problems with geometry. For instance you can check if the vertex normals are exported or calculated properly (a basic check is verifying if flat surfaces have the same shading normal everywhere). If textures don't work you can check if the texture coordinates have been exported.

We have removed the tangent vector mode in the latest release candidate since this one doesn't appear to be useful.

--
Roeland
Rickky
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have you planning relight channels to fine tuning it in composition app ?
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