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On 6/19/2021 3:38 PM, Mike Horvath wrote:
> 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
Not saying you should implement it. 3D photos (see other thread) don't
seem to actually work that well except in a minority of specific cases.
Mike
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