i've posted in other forums before about how to get good z-depth channels, and now I need to write a script to automate the process. (i'm using the ramped-fog technique.)
This means I need a little script to run on a scene, go through every shader used in the scene and replace all the colors, incandescence, specular, etc channels, with black/0, but preserve the transparency/displacement.
If someone could help me know what kinds of commands I could use to get started? Hell, if I could even get a list of all the shading groups used in a scene, i'd be a happy man, and would be most of the way there.
QUOTE(buddahrhubarb @ 05/06/05, 07:24 PM) i've posted in other forums before about how to get good z-depth channels, and now I need to write a script to automate the process. (i'm using the ramped-fog technique.) [snapback]204569[/snapback]
Thats a contradiction in terms the rampped fog technique is not a good zdepth, period. the floating point preciccion real buffer is. The aaed zdepth of finite precicion is just not conveying the info, sure it makes sense for a newbie compper but the end results dont.
Tough granted you prettymuch need to renbder coverage info for good aa of complex scenes (for siple scanes alpha acts as coverage). Tough its realy not neccesery you still wont want inetrpentartion because thet cant be aaed at all. And besides z weith coverage makes for MUCH better zecomp than aaed z ever will.
Z depth shouldnt be aaed because the obejcct is not like a shrinkwarp projected form the camera.
Offcourse if you use AE then your screwed anyway.
But yes you can inject teh shader. But how do you want to set the range slice? True zdepth does not have thehis problem. Would be nice to know because without this info tehers not much use for the injector.