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Am 19.06.2021 um 15:37 schrieb Norbert Kern:
> If you set every diffuse, specular, phong, ambient, emission and reflection
> value as zero, you get a black material.
> A white fog turns this to an inverse depthmap. Then you can adapt the color_map
> of your blurring file or you can invert it via Photoshop and co to get a
> "regular" depthmap.
> Here is a depthmap of my last image.
Some caveats of this approach:
- The brightness will not depend on the Z coordinate, but on the
distance to the camera; this may or may not be what you want.
- The image value will not represent the distance itself, but rather an
exponential-ish function thereof, something like:
f(d) = 1 - p^d
where p is a value < 1. Again, this may or may not be what you want.
Also, like with every other thing where you want to get a per-pixel
value out of the render rather than a color, the topic of gamma needs
attention, and also precision, i.e. bit depth.
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