[Bf-python] depth map with inverted z-buffer
lynx.abraxas at freenet.de
lynx.abraxas at freenet.de
Sun Aug 12 20:59:47 CEST 2012
Dear Dalai,
Many thanks for Your reply.
On 07/08/12 13:19:06, Dalai Felinto wrote:
> The depth in the z‐buffer represents the distance of the pixels to the
> camera. If you need to ’invert’ it, you need to know the maximum depth you
> have in the scene and do:
> newdepth = maxdepth ‐ depth (easy to do with a few Convertor‐>Math nodes)
There is this option "Z invert" in the rendering options for an object which
is close to what I’m looking for. It shows the back side of an object in a
depth map, but it does not cause things insided the object to be maped as
well. The enclosing object just seems empty.
So I tried with a texture that makes the face side opposite of the face normal
be transparent and the other side opaque. This however I only got to work in
blender 2.49 because the option "no V.normal Flip" was removed in 2.5x and no
replacement seems to exist. What ever I tried in 2.63 the z‐component of the
normals towards the camera always seemes to be positive. Is there no way in
2.63 to create a texture that is transparent depending on the normal
orientation towards the camera?
> By the way, this is more of a Blender question than a Python one. As such
> it may be better fit in a forum such as BlenderArtists.org
Yes, I agree and I’ll try there as well. My reason to post here was that I
find it much easier to find an option from 2.49 in newer versions in the
python API than in the new GUI and finnaly my plan was to automate the
creation of depth maps for SIRDS creation with stereograph.
Many thanks for Your reply.
Lynx
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