QUOTE(stevedavy @ 11/02/07, 12:39 AM) [snapback]275780[/snapback]
There are many advantages to NOT using the native depth channel in file formats such as iff, the most obvious one being that you are limited to 8 bits of information and thus the number of depth values that can be rendered.
Neither is true the z in iff or rla is its actually floating point which is better than what a 16 bit format can do, AE just turns it ito a 8 bit to show it to you (howevere many of the operations bundled in the software does take this info at full value of depth). But it can use the full floating range. But its a bit bady designed! So you cant pull out a deeper field out in AE so a plugin thats not aware of z can't utilize the range. (this is MAJOR design flaw in ae that supposedly been fixed in cs3)
Now adobe in its infinite wisdom keeps pople loicked in lets do it the hard way land.
So that would be a blind leading teh blind kindof statemant. Its been while ive used AE for this tough. Ist a bit painfull to say the least bacause AE is made to work in any case and shotcuts on data manipulation in many places.
But they have upgraded the z workflow in cs3 i hear. And cs 3 accoring to my information does read maya iff files with z and can use it floating.
BUt i mean if you compare the workflow of shake or even better digital fusion youll soon understand why AE users have so much problems. I mean fusion uses zdepth totaly trasparently as if it was nay other channel, zblurs very well. But also uses coverage automatically in z comp which is a bit of hustle in shake. BUt comparing the one node in place solutions of BOTh this software the way you need to do this in AE is just insane. Bottom line is that Adobe programmers didnt jhjust think of graphics originally the way 3d people do. Wich allmost dorpped them of the race.