[Bf-cycles] Z depth and transparency shader

Agustin Benavidez agustinbenavidez at gmail.com
Fri Jun 15 15:59:49 CEST 2012


I tried to clean the patch but realized i needed more than just some few
minutes, I can only get that kind of fun in the weekend at the moment, so
probably will try to submit it this sunday, also i have to marge it with
the new non-prograsive integrator.
Cheers.

2012/6/15 Adriano Oliveira <adriano.ufrb at gmail.com>

> How about your mist/atmospheric pass, Augustin?
>
> Adriano A. Oliveira
>
>
> 2012/6/11 Agustin Benavidez <agustinbenavidez at gmail.com>
>
>> 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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>>
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>
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