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rendering zdepth layer + Frischluft
show user profile  YoShe
Hello!

I have a problem with the renderin of the zdepth. I'm using 3ds Max 2014.
I've made a little scene with ambient occlusion and wanted to make use of the zdepth layer to play around with frischluft. The thing is that I can't get the zdepth layer right sraigth. Either it is not strait and aliased (rendered with mr) or it is straight but antialiased (rendered with scanline). With both results I'm not able to get a perfect blurred picture without any errors.
There is always a sharp edge to some objects (it's worse with the mental ray result than with the scanline)
I have to say I'm an absolute beginner and just started to learn. I also asked a guestdocent of my university about this, he also couldn't figure out where the problem is.
It would really help me alot if somebody knew what to do, I'm loosing my mind on this!
Here are some pictures to show what I mean,

Mental Ray + Frischluft




Scanline + Frischluft




Thanks in advance,
YoShe
read 1165 times
1/28/2014 2:38:52 PM (last edit: 1/28/2014 2:43:34 PM)
show user profile  Mr_Stabby
looks like bicubic interpolation to me, what?

read 1144 times
1/28/2014 5:03:32 PM (last edit: 1/28/2014 5:03:32 PM)
show user profile  YoShe
Could you be a little more specific?
I'm not sure on how that could be the solution to my problem.
read 1142 times
1/28/2014 5:09:55 PM (last edit: 1/28/2014 5:09:55 PM)
show user profile  Mr.Burns
I'd say it's the AA. Try turning it off in scanline and see if Lenscare produces the same result as it does with the mental ray render.
read 1134 times
1/28/2014 6:00:55 PM (last edit: 1/28/2014 6:00:55 PM)
show user profile  YoShe
Already tried that...
All I get from that is a complete black picture :/ (and a nice glitched alpha one :P)
read 1122 times
1/28/2014 7:17:45 PM (last edit: 1/28/2014 7:17:45 PM)
show user profile  Dr. Jim
It is accurate.
A Z-depth pass should NOT be anti aliased! The pixels represent depth....IF you antialiased the edges then those pixels would be a different shade (as would be required to do AA)....this shade would no longer be an accurate representation of depth. It would instead merely be the result of AA.
So this would make the ZD pass inaccurate! NOT what you want.

So this is normal. And fine.
read 1115 times
1/28/2014 7:50:00 PM (last edit: 1/28/2014 7:50:20 PM)
show user profile  YoShe
I know it shouldn't be anti aliased.
But look at it! It looks crappy when its not (At some points there is just one pixel to much). The anti aliased one looks better in the end result, not perfect but indeed better.
And thats my problem, how do I get a 100% smooth blur? It should be possible somehow..
read 1108 times
1/28/2014 8:39:36 PM (last edit: 1/28/2014 8:39:36 PM)
show user profile  Dr. Jim
Maybe I am missing your point...

Are you trying to have it blur the edge over a transparent BG? Which also kinda makes no sense....as the Zdepth info is there...however the actual 'blur' "would" include the BG as part of the equation as the result of the "composite" operation....and wouldn't function properly over 'nothing' ?

Again....Perhaps I'm missing your point....?

edit: I never have issues with Frischluft and ZD passes.....
read 1105 times
1/28/2014 9:16:28 PM (last edit: 1/28/2014 9:17:30 PM)
show user profile  YoShe
Hm okay I try to explain it in a different way.
If you look at the pictures (the colored ones) you can see that the whole object is not equally blurred. In the first one its quite obvious, there is something like a sharp line around it where the object used to be before applying frischluft to it.
The second one is better but still has no really smooth blur, there is still a small part of the object , lets say, half sharp.
In university there usually is no lesson about 3D but we got a guest professor and I already talked to him and he also agreed with me that it usually doesn't look the way it does in my case. He said usually the lines of the zdepth (mr) don't look that cracked, but more straight. So we tried to render it with scanline which made (too) smooth lines.
So I understand that there shouldn't be anti aliased, but it gave a better result in the end that the mr one.
So now am I trying to figure out why the not anti aliased way didn't work right and how to fix it because my professor didn't has a clue as well.
And I really don't want to just live with it an hope nobody recognizes, because I do and I bet a lot other people do too..

Do you understand now what I mean?
Sry if my english is that confusing. I try my best.
read 1094 times
1/28/2014 11:02:26 PM (last edit: 1/28/2014 11:02:26 PM)
show user profile  Mr_Stabby
i dont know what this frischluft thing is but the unwanted you're referring to is a common attribute of bicubic filtering and nothing to do with aliasing at all. why dont u see if there are other algorithms available

read 1079 times
1/29/2014 12:10:23 AM (last edit: 1/29/2014 12:10:23 AM)
show user profile  YoShe
Hm I don't really know where to look for that. I'm not yet that familiar with the programm and all the submenus.
Could you give me a hint where I could search for it? Is it somewhere hidden in the renderoptions? Cause I think I searched today like everywhere there as far as know.
Also I'm not able to have a look now because 3ds max is busy with rendering..

And thanks forthe help so far!
read 1076 times
1/29/2014 12:38:52 AM (last edit: 1/29/2014 12:38:52 AM)
show user profile  Mr_Stabby
not in max but whatever youre post processing in

read 1074 times
1/29/2014 12:46:02 AM (last edit: 1/29/2014 12:46:02 AM)
show user profile  YoShe
After effects. (Btw. Frischluft is an after effects plugin with wich you can control the depth of field after rendering your 3d sequence)

Call me dumb but I still don't get how that should work. The picture gets rendered that way, how could I change it after that?
read 1071 times
1/29/2014 1:14:17 AM (last edit: 1/29/2014 1:14:17 AM)
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