In this tutorial you will learn how to render a better zdepth with Redshift with a few parameters
Пікірлер: 14
@didioskywalker3 ай бұрын
Man you just saved me! Thank you!!
@ekarasakal8 ай бұрын
That was really helpfull. Thank you.
@AdrianoZanetti3 жыл бұрын
Thanks for that one, never knew really what min/max depth did, always overlooked it, but using the min_depth just explained so many artifacts i have been getting til now. Always thought it was an alpha channel interpretation issue, lack of samples, or just a limitation, but that sure fixed it. Big thanks.
@nickavloshenko49512 жыл бұрын
You area a life saver
@magicxox3 жыл бұрын
Thank you!
@sandeepchoudhary45904 жыл бұрын
thank u so much....for solving
@MaksChernykh3 жыл бұрын
Thanks a lot! :)
@samavibria5 жыл бұрын
nice tutorial......
@AndyBaedal3 жыл бұрын
Can you explain more what does redshift mean by "filter min depth" or "filter max depth"?
@muhammadmuzakkir98875 жыл бұрын
Can you show how to do in after effect with this kind of workflow?
@StimStudio5 жыл бұрын
Here you go 😉 kzbin.info/www/bejne/haHFo4KnqbNgmq8
@tanyating38804 жыл бұрын
Hi thanks for the tutorial, I was facing the same problem when doing my project and this solved it. Any ideas as to why the min depth would work so much better compared to the "full" settings though? I've read the redshift documentation (docs.redshift3d.com/display/RSDOCS/Integrated+AOVs?product=maya#IntegratedAOVs-Depth) but I'm not really understanding why this happens still.
@zianzhang75824 жыл бұрын
according to nuke , the input zdepth map should not beanti-aliased. And the'full' is exactly doing the anti thing. learn.foundry.com/nuke/content/reference_guide/filter_nodes/zdefocus.html "The depth map should not be anti-aliased. If it is, pixels along an edge between two objects can be assigned a depth that is in-between the depth of the front and back objects. This looks wrong, as it suggests that those edge pixels are floating somewhere between the objects."