sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Can I get a depth buffer in OpenEXR without multipass?


Recommended Posts

  • Hash Fellow

As far as I know, you need to use multi pass to get OpenEXR renders to contain most buffers, including the depth buffer.

 

Or is there some way to use regular render and still get a depth buffer? It can't be a "normalized" depth buffer like the 8-bit renders get with the depth buffer switch ON (because that won't work with fakeAO, AFAIK)

Link to comment
Share on other sites

  • Replies 4
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

As far as I know, you need to use multi pass to get OpenEXR renders to contain most buffers, including the depth buffer.

 

Or is there some way to use regular render and still get a depth buffer? It can't be a "normalized" depth buffer like the 8-bit renders get with the depth buffer switch ON (because that won't work with fakeAO, AFAIK)

Dont think so... Maybe you can test if a 1pass is enough for the depth buffer (maybe blured?) and render the images in the usual way?

Link to comment
Share on other sites

As far as I know, you need to use multi pass to get OpenEXR renders to contain most buffers, including the depth buffer.

 

Or is there some way to use regular render and still get a depth buffer? It can't be a "normalized" depth buffer like the 8-bit renders get with the depth buffer switch ON (because that won't work with fakeAO, AFAIK)

 

I can get a depth buffer if I render to png format, using either 1 pass multipass or just final (no multipass).

 

As far as I know - this is the buffer that fakeao does use. I rendered with alpha OFF, depth ON, save buffers ON, and got 2 files: xxxx-DepthBuffer0.png and xxxx0.png

 

EDIT: nevermind - I see that you want to render to .exr? I think I misunderstood? However, I could also get an openexr file with the depth buffer and the color alpha just rendering with final (no multipass) as well as doing it with just 1 pass. 32bitver16

Edited by NancyGormezano
Link to comment
Share on other sites

  • Hash Fellow

I haven't actually tried using an 8bit depth file on FakeAO but my intuition is it's gotta be an EXR depth file because fakeAO needs the extra precision.

 

You can render to PNG and have FakeAO applied to the render because it's using the internal hi precision depth buffer, but if I want to do my FakeAO in post it needs to be an EXR depth buffer.

Link to comment
Share on other sites

You can render to PNG and have FakeAO applied to the render because it's using the internal hi precision depth buffer, but if I want to do my FakeAO in post it needs to be an EXR depth buffer.

 

Ok - as my edit above says - I was able to get a depth buffer when rendering to openexr, using both render methods - multipass (1 pass or more) and non-multipass (antialiased) - which are you not able to do?

 

And I agree - it probably is the openexr type of depth buffer that is being used by fakeao.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...