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ZDepth Range
show user profile  9krausec
This may be a bush league question, but it's something I've struggled with for a long ass time.

ZDepth is a gradient that drives a post DOF effect. Cool. I don't want just one sliver of the gradient to be in focus.. that's stupid. I want a range or a chunk to be in focus like how a real camera works.

What color corrections should one use to make this happen. Below is a graphical representation-

Thanks everyone!


Here is a better visual than using my abstraction. I'm after the second image in the slide. I want to actually flatten an area of the gradient to ensure that 100% of that area is not getting blurred. Also be able to animate the range in AE.

- Portfolio-

read 454 times
2/24/2017 4:50:52 PM (last edit: 2/24/2017 5:27:45 PM)
show user profile  9krausec
Also I am using frischluft in AE to drive my post DOF. There doesn't seem to be a range option, just a point option..

- Portfolio-

read 451 times
2/24/2017 4:52:41 PM (last edit: 2/24/2017 4:52:41 PM)
show user profile  9krausec
Coloroma in AE is exactly what I needed. Was able to put another ramp with control points over the grey scale Zdepth.

- Portfolio-

read 420 times
2/24/2017 6:30:07 PM (last edit: 2/24/2017 6:30:07 PM)
show user profile  Error404
most post render DOF tools I've used include some sort of "in focus area" control. If you're limited to pushing the z depth around, probably putting a curve on the depth would do the same. make a flat spot in the curve where your DOF tool is looking at in focus. Not sure how easy this is in AE, not familiar with their curve tools -

read 411 times
2/24/2017 6:59:55 PM (last edit: 2/24/2017 6:59:55 PM)
show user profile  9krausec
Can't really use a curve in AE because it doesn't let your break tangents. I don't know if it even allows for animation.

Bummer. One day I'll put my big boy pants on and learn Fusion or Natron. Not interested in Nuke anymore sadly (unless the want to take 50% off the price).

Thanks DB.

- Portfolio-

read 406 times
2/24/2017 7:11:56 PM (last edit: 2/24/2017 7:11:56 PM)
show user profile  FX
Can't you make a second dummy mesh or a "dof" mesh to control the effect, just a thought...never tried it.
read 395 times
2/24/2017 9:04:25 PM (last edit: 2/24/2017 9:04:25 PM)
show user profile  9krausec
Could but that sort of defeats the purpose of what a Zdepth pass is suppose to do. anyways, I got it working with coloromoma effect.

Thanks FX.

edit: I could also use zDepth as it is, put a non-blurred images sequence of the same thing on top and use a feathered mask to blend it in so that area has zero DOF. I'm sort of OCD when it comes to figuring out the most optimal way to do something though.

might of took longer this time around, but now I'll know what to do in the future. Suppose that's learning. :D

- Portfolio-

read 393 times
2/24/2017 9:16:05 PM (last edit: 2/24/2017 9:17:45 PM)
show user profile  ScotlandDave
FWIW I think its a bad idea to gamma correct zdepth or similar passes..

C4D has settings from start and end depth in front of the target and separately for behind which allows a decent amount of control..

An additional option would be creating a custom gradient ramp in AE and overlaying it onto your depth, setting to overlay/screen or appropriate blend mode..

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read 388 times
2/24/2017 11:23:20 PM (last edit: 2/24/2017 11:23:20 PM)
show user profile  Error404
hm... you might be able to render out a custom "depth" pass, maybe using some and a ramp with a flatspot in maya, and applying that as a self-iluminated texture? I know you could make a flat spot in a curve in maya, you could re-map a depth ramp probably.

It would be a hack, and you'd have too re-render the "depth" pass if you wanted to change something. -

read 383 times
2/25/2017 12:13:22 AM (last edit: 2/25/2017 12:13:22 AM)
show user profile  ScotlandDave
^ I'm writing a plugin that does exactly that - one click easy depth pass by simply applying a gradient to the entire scene. The idea was to do one for c4d, then max, etc..

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read 378 times
2/25/2017 12:34:10 AM (last edit: 2/25/2017 12:34:10 AM)
show user profile  9krausec
Why would you think it a bad idea to correct a zdepth pass? Sure it's probably not the most accurate thing bUT zdepth isn't really accurate to begin with. It's quick.

Now that I'm using colorama node to remap the zdepth pass I like the idea of not baking any flat spot into my pass. More destructive that way.

- Portfolio-

read 371 times
2/25/2017 2:46:10 AM (last edit: 2/25/2017 2:46:10 AM)
show user profile  Error404
It might be worth looking into Natron, apparently it's very similar to Nuke, but it's free and open source.

Next time I have a project going on at home, I'm going to give it a a try. All I've done is just open it and poke around for about 5 minutes. It's very much a clone of nuke. Hopefully it handles large amounts of data nicely :) -

read 355 times
2/25/2017 5:57:23 PM (last edit: 2/25/2017 6:26:18 PM)
show user profile  9krausec
Thanks DB. I've heard of Natron and even had it installed on my machine a while back briefly. I disregarded it after it wouldn't parse a multichannel EXR. I'm sure with 2.2 they've fixed that. Worth a shot.

Not complaining because I'm glade it's around and opensource, but I don't know how they can get away with making such an obvious clone. The Foundry can stop people from illegally using their software, but apparently have no IP in UI/functionality. :D

- Portfolio-

read 341 times
2/25/2017 10:00:23 PM (last edit: 2/25/2017 10:00:23 PM)
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