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Z-Depth pass through specular materials

Posted: Sat Nov 05, 2022 8:48 pm
by Kanne
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?

Re: Z-Depth pass through specular materials

Posted: Sat Nov 05, 2022 9:02 pm
by elsksa
Hi,
This can be done entirely in post with the necessary AOVs (IDs, cryptomatte, etc).

Re: Z-Depth pass through specular materials

Posted: Fri Sep 01, 2023 8:25 am
by heap3d
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?