[Bf-cycles] Z depth and transparency shader

Adriano Oliveira adriano.ufrb at gmail.com
Mon Jun 18 12:51:24 CEST 2012


Thank tou, Augustin!

Adriano A. Oliveira


2012/6/18 Agustin Benavidez <agustinbenavidez at gmail.com>

> 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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>>>>> >>
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>
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