[Bf-cycles] Z depth and transparency shader

Agustin Benavidez agustinbenavidez at gmail.com
Mon Jun 11 17:17:37 CEST 2012


I added mist/atmospheric pass for cycles month ago, you can see it in the
viewport too, its much nicer than using ZBuffer because it outputs
anti-aliased and all the beauty like height control, falloff and so on...
I´ll clean the patch and submit when i get home...

Cheers.
Agus.


2012/6/11 Jordan Miller <jrdnmlr at gmail.com>

> does the cycles volume pass work yet? couldn't you just add a fog that
> is mixed between translucent and transparent? that could be a good
> haze.
>
> jordan
>
>
>
> On Jun 11, 2012, at 10:28 AM, Brecht Van Lommel
> <brechtvanlommel at pandora.be> wrote:
>
> > It's not currently possible, for that the mist pass needs to be added.
> >
> > Brecht.
> >
> > On Mon, Jun 11, 2012 at 2:40 AM, Adriano Oliveira
> > <adriano.ufrb at gmail.com> wrote:
> >> I'm working on a walking through a forest and I will add haze and deph
> of
> >> field in post, so I need Z pass.
> >> But Cyles calculates Z by geometry and ignores transparency shaders I
> use in
> >> all the trees' leaves.
> >>
> >> Is there any way I can get a Z pass that considers the transparency
> shader?
> >>
> >> Adriano A. Oliveira
> >>
> >>
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