agep Posted November 16, 2010 Posted November 16, 2010 I am having problem with the sprite system. I am unable to create a depth map when using a smoke emitter and fog. I looks like the emitter ignores the fog, and stays bright white no matter what. Using the depth Buffer doesn't work either, the Depth Buffer doesnt render the smoke at all. Can anyone take a look at this problem before I report it? I might have missed something elementary. I could fake it by giving the smoke a grey tint, but it would not be the best solution, since the camera is going to be moving smoke.zip Quote
Hash Fellow robcat2075 Posted November 16, 2010 Hash Fellow Posted November 16, 2010 I'm stumped on that one. It's probably greatly complicated by the fact that the particles are transparent. What will you be doing with the depth map? Quote
agep Posted November 16, 2010 Author Posted November 16, 2010 It's probably greatly complicated by the fact that the particles are transparent. Hair with an image with alpha (leaf) renders fine though What will you be doing with the depth map?I am going to use the depth map to make Depth Of Field on a Thomas and friends animation test I am currently rendering. Reason why I don't use A:M's own DOF, is because of the increased rendertime (on top of the 15hr per frame sequence) and the lack of control in post. With a depth map I can control where to set my focal point in post Quote
Darkwing Posted November 16, 2010 Posted November 16, 2010 How do you get anything done if your renders take 15 hours per frame? I can't imagine doing an animation Quote
Hash Fellow robcat2075 Posted November 16, 2010 Hash Fellow Posted November 16, 2010 It's probably greatly complicated by the fact that the particles are transparent. Hair with an image with alpha (leaf) renders fine though report it then and see if it can be done. I wonder what is the "depth" at a 50% transparent surface? There is no single right answer. What will you be doing with the depth map?I am going to use the depth map to make Depth Of Field on a Thomas and friends animation test I am currently rendering. Reason why I don't use A:M's own DOF, is because of the increased rendertime (on top of the 15hr per frame sequence) and the lack of control in post. With a depth map I can control where to set my focal point in post For now I'd say render the smoke separately and approximate the DOF in post. Quote
agep Posted November 17, 2010 Author Posted November 17, 2010 report it then and see if it can be done. Reported Quote
johnl3d Posted November 17, 2010 Posted November 17, 2010 Part of the issue maybe that if I remember correctly that sprites are rendered last and therefore would be in front of the fog Quote
Hash Fellow robcat2075 Posted November 17, 2010 Hash Fellow Posted November 17, 2010 Just curious... is it any different if you bake the sprites? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.