[Bf-cycles] Z depth and transparency shader

Agustin Benavidez agustinbenavidez at gmail.com
Mon Jun 18 07:55:02 CEST 2012


Adriano,  I cleand up the Mist patch and I tryed to finish it today but run
out of time.
You can download the patch here:

http://projects.blender.org/tracker/index.php?func=detail&aid=31860&group_id=9&atid=127

It is usable and works, it only need an improvement in the calculations and
the integration.

Within the next days i hope i can finish it.

Cheers.
Agus.


2012/6/15 Agustin Benavidez <agustinbenavidez at gmail.com>

> 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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