Z-Depth pass through specular materials

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Kanne
Licensed Customer
Posts: 79
Joined: Wed Mar 06, 2019 5:51 pm

Hi,

I'm trying to do a series of shots through glass windows (specular materials). I want to add fake fog/atmosphere by making use of the z-depth pass. However, I can't find a setting to exclude certain materials from the z-depth calculation. Other render engines have a flag to exclude certain materials from 'mask' passes.
I know I can render this pass in a second render with minimal render settings but as this will be a series of shots I'm trying to reduce effort that is needed to get these shots done.

Is there a way to achieve this in one render?
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Hi,
This can be done entirely in post with the necessary AOVs (IDs, cryptomatte, etc).
heap3d
Licensed Customer
Posts: 5
Joined: Thu Jun 23, 2016 4:00 pm
Location: Ukraine
Contact:

Hi,
Same question, I can't find 'exclude from zdepth' option so I needed more than one render to get zdepth behind the glass.
Can I get desired result in one render shot?
Win10 - GTX1080Ti
Modo 15.2v3
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