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#1 2011-07-11 01:45:55

matic
Member

Zdepth Pass in Guerilla

Hi, here is a little tutorial to make a Zdepth pass in your Defaultlayer.

First we need to create a new output.
https://lh3.googleusercontent.com/-NULQqR9b4wU/Tho0uHi0vvI/AAAAAAAADnc/QVHRaMIooBQ/s800/01.jpg

Then rename it like "Zdepth"
https://lh4.googleusercontent.com/-f_ejhu7kNUM/Tho0tt-v5GI/AAAAAAAADnU/1J_D8Xev5X4/s800/02.jpg

https://lh3.googleusercontent.com/-Ie_42nLrTDI/Tho0ucg3IBI/AAAAAAAADng/QEdClXGqw7o/s800/03.jpg

Select your default layer and grab it to the Browser view.
Create a Depth and SetRange nodes and connect them like this

https://lh3.googleusercontent.com/-wSGCGqpZ0EM/Tho0ul0uYII/AAAAAAAADnk/iT_ze7CRLhw/s800/04.jpg

Go to your camera Depth of fiel Properties tab to enter some values.
https://lh5.googleusercontent.com/-1O8_rUhWArA/Tho0vKcGkvI/AAAAAAAADno/74Eu10EPjK8/s800/05.jpg

Use your 3d view to focus on the closest object with the Field Distance slider.
https://lh6.googleusercontent.com/-VNM85jJPQ6E/Tho0xD4DlQI/AAAAAAAADnw/tSAF_0C1V6Y/s800/06.jpg

Do the same to mesure the furthest object.
https://lh3.googleusercontent.com/-QHvtGBULLrY/Tho0wLe0RVI/AAAAAAAADns/Uxp3a93sdTE/s800/07.jpg

https://lh5.googleusercontent.com/-LiM_1mXgoSA/Tho0yRNR1qI/AAAAAAAADn4/zdd8pnToFys/s800/08.jpg

Now enter this values to the InputMin and inputMax.

https://lh6.googleusercontent.com/-bFOmrUG9z-s/Tho0x0CgndI/AAAAAAAADn0/6gBrWWHTn4I/s800/09.jpg

Render your image an TADAAA !!! You Have your render image and your Zdepth pass at the same time

https://lh5.googleusercontent.com/-6Jv4KIzQSaQ/Tho0uM-ePXI/AAAAAAAADnY/boqF2cBouoI/s800/10.jpg

Now you can compositing your DOF in photohop, nuke etc....


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#2 2011-07-13 18:16:08

pitiwazou
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Re: Zdepth Pass in Guerilla

Use a smooth step, it's better than a setrange.


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#3 2011-07-13 18:26:01

hulud
Guerilla dev, the guy to hug

Re: Zdepth Pass in Guerilla

You can also output a raw float value, with no range at all. This way you have in nuke the real depth in world unit..


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#4 2011-07-13 18:34:46

pitiwazou
Member

Re: Zdepth Pass in Guerilla

Yeah, mutch better !

I try this right now !


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#5 2011-07-13 18:36:16

pitiwazou
Member

Re: Zdepth Pass in Guerilla

Hum, the node is the input float ?


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#6 2011-07-13 19:52:54

Ben
Guerilla dev, the guy to hug

Re: Zdepth Pass in Guerilla

Nope, just plug the Zdepth into the output, make sure the output is rendered as tiff/exr float, et voila!


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#7 2011-07-13 20:19:31

pitiwazou
Member

Re: Zdepth Pass in Guerilla

Ok ! Thx wink


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#8 2011-07-14 13:09:59

matic
Member

Re: Zdepth Pass in Guerilla

Thanks wink


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#9 2013-07-01 12:03:14

matic
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Re: Zdepth Pass in Guerilla

Hi ! Now with the new version of guerilla is it the same method for Z depth pass ? Because when I create a new layer and select auxiliaries Z the render is all white.


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#10 2013-07-01 12:17:04

Ben
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Re: Zdepth Pass in Guerilla

Is the resulting color uniformly white, when you color pick?
There might be a clipping value to change here.


Benjamin 'Ben' Legros
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#11 2013-07-01 12:18:13

matic
Member

Re: Zdepth Pass in Guerilla

Yes I check the pass in nuke and it's all white.


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#12 2013-07-01 12:23:59

Gam
Member

Re: Zdepth Pass in Guerilla

Why did you use z depth instead Pworld?
Pworld is definitely more suitable and easy to grade in Nuke.

Last edited by Gam (2013-07-01 12:25:47)

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#13 2013-07-01 12:37:53

matic
Member

Re: Zdepth Pass in Guerilla

Ok I try Pworld to nuke. Thanks Gam


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#14 2013-07-01 12:45:04

Gam
Member

Re: Zdepth Pass in Guerilla

Sorry Pcam, but whatever Pworld is very usefull in some cases

Last edited by Gam (2013-07-01 12:45:17)

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#15 2013-07-01 13:00:23

matic
Member

Re: Zdepth Pass in Guerilla

Is that what you say here ?? Can you explain a little more ^^ ?

http://www.3dvf.com/forum/3dvf/Rendu-2/ … _358_1.htm


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#16 2013-07-01 14:15:55

Gam
Member

Re: Zdepth Pass in Guerilla

Yes

With the shuffle You can choose the z (blue channel) and with the node grade You are able to pick up the value of the Z and tweak the black/white level.

Cheers

Last edited by Gam (2013-07-01 14:19:25)

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#17 2013-07-01 21:36:08

matic
Member

Re: Zdepth Pass in Guerilla

Ok is it normal my blue channel of my PCam pass is all 1.0 Value ??

http://uppix.3dvf.com/images/be1k9.jpg


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#18 2013-07-01 21:55:42

Gam
Member

Re: Zdepth Pass in Guerilla

Did you render in float ?

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#19 2013-07-01 22:16:28

matic
Member

Re: Zdepth Pass in Guerilla

Yes it's a tif file and and also test with an exr file. In the R and G I've some variation but nothing in the Blue.

http://uppix.3dvf.com/images/SscVb.jpg


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#20 2013-07-01 22:35:59

Ben
Guerilla dev, the guy to hug

Re: Zdepth Pass in Guerilla

Using the PCam output, you'll get something like this:
You can color pick in the render view by Shit+Left clicking -- here the B is the Z depth to the camera
http://www.guerillarender.com/images/zpass2.png

You can also you the simpler Z output, with a bit of tweaking with a SetRange to range the Z into [0,1]:
http://www.guerillarender.com/images/zpass1.png

Eventually, make sure that the RenderPass > Pixel Filter > Clamp Before Filter is not activated and the Clamp Post Filter is set to 0,1000 or more...


Benjamin 'Ben' Legros
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http://www.guerillarender.com

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#21 2013-07-01 23:49:00

matic
Member

Re: Zdepth Pass in Guerilla

Ok for the PCam I have to select a transform mode ^^

The screen mode look like good for Z pass thanks Ben.


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#22 2013-07-02 00:56:14

Gam
Member

Re: Zdepth Pass in Guerilla

it should be in camera mode

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#23 2013-07-02 01:03:37

matic
Member

Re: Zdepth Pass in Guerilla

thanks wink

Quel couillon je suis ......


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