Z-Depth Anti-Aliasing
Posted: Wed Sep 30, 2015 4:36 am
Hey all, sorry if this has been posted before. I couldn't find anything on it.
So the Z-depth pass from Render Elements for a render is weird, but maybe it's just me. My issue is that it's anti-aliasing the depth pass.
(Quick explanation in case you don't know why that's sucks: because it's causing the edges of an object to be at wildly different depths because it's averaging the pixels from the 2 depths together to make a smooth edge. So instead of a grey and white at the edge, there's grey, light grey and white. Normally this is great, but it for z depth that means that certain pixels along the edge of an object will appear to be like 20 feet behind where it should be and are therefore super crazy blurred out when I use the depth matte as a source for Depth of Field in my compositor.)
Is there a way to just simply turn off anti-aliasing? I couldn't find that option and again I couldn't find any resources talking about it. I'm rendering them out as 32bit EXRs because no matter what "distance" I plug into the elements page it seems to just put it at one number causing the raw render to be completely white. I can pull that data back because it's a 32bit EXR but still. I'm just kind of all around confused about how it works.
So the Z-depth pass from Render Elements for a render is weird, but maybe it's just me. My issue is that it's anti-aliasing the depth pass.
(Quick explanation in case you don't know why that's sucks: because it's causing the edges of an object to be at wildly different depths because it's averaging the pixels from the 2 depths together to make a smooth edge. So instead of a grey and white at the edge, there's grey, light grey and white. Normally this is great, but it for z depth that means that certain pixels along the edge of an object will appear to be like 20 feet behind where it should be and are therefore super crazy blurred out when I use the depth matte as a source for Depth of Field in my compositor.)
Is there a way to just simply turn off anti-aliasing? I couldn't find that option and again I couldn't find any resources talking about it. I'm rendering them out as 32bit EXRs because no matter what "distance" I plug into the elements page it seems to just put it at one number causing the raw render to be completely white. I can pull that data back because it's a 32bit EXR but still. I'm just kind of all around confused about how it works.