aliasing issue with Maya VRay zdepth pass in NUKE ZDefocus

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  • #206015
    schnitt
    Participant

    Hi there,

    Hope someone can help me with the following:
    Got some issues with DOF using a zdpeth pass with NUKE’s Zdefocus.
    Got a simple scene: two area lights, a few models and a curved background plane, outputting with Vray to a 32-bit EXR scanline zip.

    For the zdepth render element I tried the following settings:
    Depth Black: 0
    Depth White: 220
    depth_clamp / filtering disabled

    also tried with swiched black and white values, so:
    Depth Black: 220
    Depth White: 0
    depth_clamp / filtering disabled

    I tried different Zdefocus math settings, but with all settings I get an aliased DOF. (you can check the screenshot I upload.)
    Also tried comping a double resolution version of the zdepth pass (using the Reformat node and trying its different filters) without succes. Results in the same aliasing.

    I didn not try to seperate background and my models and then apply blur, because: if I render a zdepth-pass with Arnold it works fine. No aliasing at all. Because with Arnold I have to divide “1/zdepth” I figured that perhaps I’m doing something wrong with the Vray pass. Some sort of math/value issue.

    Anyone got a clue here?

    screenshots:
    vray zdepth pass:http://cdn.imghack.se/images/c46e9753b371723456d376a11415e45a.jpg
    arnold zdepth pass:http://cdn.imghack.se/images/9407647927782120c6cd89b6a310de28.jpg
    dof with vray:http://cdn.imghack.se/images/28228db2f23f2a4e412b984a3f4842e2.jpg
    dof with arnold:http://cdn.imghack.se/images/49236391935b0513eca0024cf270e27c.jpg

    #220173
    Anonymous
    Inactive

    Thanks to Mister Vlado from the chaosgroup.com forum who solved this.

    The difference between the two passes was the “matte’s” for the objects in the scene were about 1 pixel smaller on the vray z-pass. After setting the “Unfiltered fragment method” in the render elements tab to “nearest to camera”; the size difference is neglectable and the zdepth works as supposed to without nasty edges.

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