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On 6/19/2021 10:38 AM, clipka wrote:
> 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:
>
>
> 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.
Would it work better if depth maps were an engine feature versus a bunch
of tricks/hacks with pigments or fog?
Mike
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