Z depth/info channels problems
Posted: Thu Jun 27, 2013 2:04 pm
I just lost a few hours of my life trying to get floating point depth buffer info from Octane 3ds max into After Effects.
I tried exr/rpf/rla file output for a frame but it seems you can only get 0-255 greyscale depth out of Octane as a 'colour buffer' plus you can't dump those channels whilst you are rendering the scene in one go? If this is the case for normals to it would be nice to get higher precision float normals out too.
And aftereffects '3d stuff' seems like it only wants to work with depth and colour bundled in the same RPF file? Also the depth seems inverted but I guess that's to work with more hacky 0-255 blending rather than using 32bit float precision depth?
Somewhat related it would be nice to get in some simple exponential fog in the post processing to minimise the need to do such things as the very nice volumetric fog is somewhat intensive to be able to use all the time.
I tried exr/rpf/rla file output for a frame but it seems you can only get 0-255 greyscale depth out of Octane as a 'colour buffer' plus you can't dump those channels whilst you are rendering the scene in one go? If this is the case for normals to it would be nice to get higher precision float normals out too.
And aftereffects '3d stuff' seems like it only wants to work with depth and colour bundled in the same RPF file? Also the depth seems inverted but I guess that's to work with more hacky 0-255 blending rather than using 32bit float precision depth?
Somewhat related it would be nice to get in some simple exponential fog in the post processing to minimise the need to do such things as the very nice volumetric fog is somewhat intensive to be able to use all the time.