POV-Ray : Newsgroups : povray.advanced-users : Override textures/materials? : Re: Override textures/materials? Server Time
24 Apr 2024 01:42:32 EDT (-0400)
  Re: Override textures/materials?  
From: Mike Horvath
Date: 19 Jun 2021 15:38:43
Message: <60ce47c3$1@news.povray.org>
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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