[Bf-cycles] Z depth and transparency shader

Sebastian Röthlisberger lalli at gmx.net
Mon Jun 11 18:27:18 CEST 2012


Agus, 

great you can pull this out of your sleeve ;-)

There is in Cycles Material The "Camera Data" Node which has Z Buffer. You might set up Z-Buffer as Material with transparent tweaks. Not really Handy but would work, i think.

bashi


On 11.06.2012, at 17:17, Agustin Benavidez wrote:

> 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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