Create Zbuffer In Shake

Does anybody know how to create a Zbuffer from a RGBA image.
We've tried rendering it directly in maya, but it doesn't seem to
work when using fur, so if you have a tweak to creat it from a image ...

THX

can you render the z buffer out as separate file (rgb)?

then reorder node to make the z channel, and channel copy node to copy it to the destination file.
of course, the destination file, you need to reorder it to create the z channel first before you can use the channel copy

thanks

In fact the problem is that we can't render

if you could create a zbuffer easily out of RGBA channels then there would never be any need to render one. The reason why we sometimes need a zbuffer is because it contains additional information not present in the other channels.

However you can try using some optical flow technology such as PFTrack and their Zbuffer shake plugin. Be warned though, it isnt a trivial process and it will only work if the shot contains a moving camera with enough (but not too much) paralax.

i heard you can use depth matte to produce the alomost like z - channel ?

thanks

a depth matte is a normalised z-channel, no?

thx for your reply .. I testing PFtrack for and a tell you in this forum .. THX

The maya iff image has zdepth embedded in it. (the files are rgbaz otehrwize maya fur wouldnt remder properly at all) IF not then amaya renders a additional iff thats z depth ONLY.

depthmatte just extracts the exsisting depth cnahnnel.

QUOTE(mikemarcus @ 06/08/06, 03:19 PM) [snapback]239461[/snapback]
a depth matte is a normalised z-channel, no?

NO but you can normalize it if you must (it is the actual Zdepth wich isnt for ovious reasons not constrained to anything REALY). Cant figure out why youd want to tough( since it veries form frame to frame)? Take a look how the view zdepth lookupscript works and copy it to your script. Youd rather just wanbt a set slice and use thet as normalisation range for the entire shot instead