[Bf-committers] Z values in key render mode

GSR gsr.b3d at infernal-iceberg.com
Fri Nov 3 19:22:52 CET 2006


Hi:

Any tip or patch to change the current style, in which z values are
not filled for all values where there is colour and alpha are above
0.0 (iow, non black and transparent)?

Currently the last pixel or two around everything gets a very high z
value while still having colour and alpha data, so combining two
renders gets jaggy edges if you are using a z based method for the
task. Zoom in in render window, and play with the inspector, you will
see how some pixels have alpha 0.1 to 0.6 with z being a huge value
full of "9". Only for next pixels towards "core of object" you will
get an alpha a bit higher and a value of z that is useful like 5 or
20.

Thanks in advance.

GSR
 


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