[Sidefx-houdini-list] Compositing -> Deep Raster -> Targa

Andrew D Lyons tstexture at gmail.com
Mon Mar 6 13:12:27 EST 2006


That's good to hear.

Sorry for the mis-information too.

Cheers


On 06/03/06, Ben Schrijvers <Ben.Schrijvers at framestore-cfc.com> wrote:
> Hi Andrew,
>
> SESI has made some changes to the deep rasters.
> There's now a Sample Filter and Pixel Filter parameter.
> You don't need an extra render pass anymore.
>
> The old situation you discribe can still be archieved with settings:
> Sample Filter: Closest Surface
> Pixel Filter: minmax min (Closest Sample Filtering)
>
> And if a deep raster needs to be the same as the Cf pass, the settings
> would be:
> Sample Filter: Opacity Filtering
> Pixel Filter: gaussion 2 2 (default)
>
> The later would give you the anti-aliasing.
>
> cheers,
> benS
>
> Andrew D Lyons wrote:
>
> >Tiff should work - but aside from the file format - last time I
> >looked, Pz out of Houdini wasn't anti-aliased. You end up with square
> >(micro-polygon size) edges. For smoother zdepth you can create a vex
> >shader and render an extra pass:
> >
> >1./ Global variables vop
> >2./ length vop
> >3./ shift vop
> >
> >* Wire "I" from Globals into length.
> >* Wire length into val in the shift vop.
> >* Work out the most distant object in your render, and set up new
> >range in your shift vop. (Render all scene layers with this range.)
> >
> >>From here you can do two things to output:
> >
> >1./export a value using a parameter vop and set up a deep raster
> >output for the exported depth value.
> >
> >2./ add a float to vec vop and wire shift into all three (or just one)
> >value of the float2vec. From here you can wire straight into Cf and
> >render a seperate color pass.
> >
> >Cheers
> >
> >
> >
> >On 06/03/06, Marshall Petersen <hfsidefx at gmail.com> wrote:
> >
> >
> >>Well I've been playing around with the Tiff's and I'm still having
> >>problems. First I changed the renders to Tiffs, and the data types to
> >>Float. However this was giving me blank results on the zDepth, so I
> >>then changed the variable from Pz to just P, thinking that I could
> >>then extract that data from the Blue channel of the tiff, but it still
> >>seems to be clipping the data. Any other ideas??  Any help would be
> >>great thanks.
> >>
> >>MP
> >>
> >>On 3/6/06, Mark Alexander <malexander at sidefx.com> wrote:
> >>
> >>
> >>>Targa only supports 8bit images, so what's happening is your depth,
> >>>which is likely greater than 1, is being clipped to the 0-1 range. So
> >>>you get 0 for pixels where no objects are, and your clipped depth (1)
> >>>for your objects - which looks like an alpha matte.
> >>>
> >>>Try TIFF instead - it supports 32 bit floating point images, and should
> >>>store your Z maps with ease.
> >>>
> >>>M.
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> >>
> >
> >
> >--
> >=======================================
> >Andrew D Lyons | Digital Artist | http://www.tstex.com
> >=======================================
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--
=======================================
Andrew D Lyons | Digital Artist | http://www.tstex.com
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