Blender Depth Pass for After Effects Animation (Linear Workflow) | Tutorial

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  • Опубліковано 2 січ 2025

КОМЕНТАРІ • 31

  • @RipRecords
    @RipRecords 4 роки тому +6

    FINALLY. A well-explained, No-Nonsense explanation!

  • @PlasticDragon3d
    @PlasticDragon3d 2 роки тому

    finally a good explanation of the blender compositor settings

  • @Pixel.Dystopia
    @Pixel.Dystopia 7 місяців тому

    Exactly what I was looking for! What's the View Transform in Blender exr files? AGX, filmic or sRGB?

  • @creative-obsession
    @creative-obsession 2 роки тому

    Best video I have found on the subject! Thank you!

  • @Perobueno-v8i
    @Perobueno-v8i 3 місяці тому

    what's deth pass for then?

  • @RipRecords
    @RipRecords 4 роки тому

    How can I export a Mist pass in a 3D model form (OBJ) rather than a Open EXR (which doesn't give me the option to move it around in 3D space inside Element 3D) ....

    • @Baudryvincent
      @Baudryvincent 3 роки тому +2

      A mist pass is by design a 2D file, as it's a projection of depth from the camera at an exact angle, so it can not be translated into a 3D space (because 3D means the camera will change position)

  • @dukevera4216
    @dukevera4216 3 роки тому +5

    do all professionals use a depth passes instead of rendering with DoF right from Blender for example? I keep hearing about separate passes etc, but struggling to get my head around why they're so powerful or why they're necessary!

    • @Shape1999
      @Shape1999 3 роки тому +5

      I think it's because you have so much control over it and can change it without doing another render. Also i just tried to use the one in blender for one of my project, i need to have such a strong DoF that even with denoising and a lot of sample i have some artefact in my render that won't go away. I'm gonna try to use this technique to get around it.

    • @AArmstrongC
      @AArmstrongC 3 роки тому +1

      ua-cam.com/video/9p_iwjU5_Bg/v-deo.html&ab_channel=DylanNeill

    • @OGPatriot03
      @OGPatriot03 3 роки тому +2

      The main reason I'm looking into it is to A reduce Render time and B dramatically reduce noise in the image along with denoising artifacts caused by the denoiser.
      Dof and Volumes really screw with the denoiser but by doing those in post I can get nice clean images in the end that end up take 1/3 the time to render for better quality.

    • @dukevera4216
      @dukevera4216 3 роки тому

      @@OGPatriot03 I've always wondered about the reduced render time, why would it be quicker to render the egsact same thing but separately?

    • @OGPatriot03
      @OGPatriot03 3 роки тому +1

      @@dukevera4216 Firstly it's not the exact same thing it's actually rather different but good results in post are possible.
      Secondly it renders faster because there's dramatically less noise in the image which means instead of having to render 4-8k samples to get a clean image (and probably way more than that for animations with heavy DOF) I can get the same thing with a fraction of the sample count and in animation it will be WAY more temporally stable.
      Basically if I try to denoise a 256 sample render with regular DOF/FOG the results will be an unusable mess even if I denoise the passes separately because the noise in the render also obfuscates details in the individual passes (A noisy splotch in a render is a noisy splotch even if you separate the render passes), alternatively if I render without all that defocus from the DOF and just noise from the fog I can hand the denoiser crisp clean images that it'll do a great job on, then I can add all those things back in post, albeit with some quality tradeoffs that we mitigate for with more work in post.

  • @KillerLettuce
    @KillerLettuce 8 місяців тому

    This was helpful and worked, but coming from other 3d software this process of making a zdepth pass is very convoluted. There has to be another way! For instance in 3Ds Max I can make a Zdepth pass (or any other pass you can imagine) in just a couple of clicks all from a single menu. No nodes, no multiple locations to set an output, no hidden boxes to check, no separate work spaces to set up.

    • @giovannimontagnana6262
      @giovannimontagnana6262 5 днів тому

      he made this tutorial more complicated. To render a mist pass is literally 2 clicks, plus it's no need of an exr file

  • @jave567
    @jave567 2 роки тому

    this was great thanks

  • @RealisticMask
    @RealisticMask 3 роки тому

    WHY...I use the gamma to 10.000.
    its still gray....

  • @felipearaya4602
    @felipearaya4602 Рік тому

    HI! Thanks so much for the video, it was really really helpful! Question, if I'm rendering at 16 bpc should i put the gamma at half of what you put it in (like a 5 maybe), or is 10 still the value i should input?

  • @thebensimon
    @thebensimon 4 роки тому

    Thank You!

  • @gadass
    @gadass 4 роки тому +1

    beast! ~

  • @thousandtopics5568
    @thousandtopics5568 3 роки тому

    Why don't do everything in blender? Ae i kind of mainstream nowadays

  • @earsbleed
    @earsbleed 4 роки тому

    great!!!

  • @robotsandpolygons
    @robotsandpolygons 2 роки тому

    Finding the config file is every time a pain in the ass...... especially for unorganized people like me XD

    • @the_greck
      @the_greck 2 роки тому

      You can just render out your beauty pass as a regular .png file, and your z-depth file as a separate .exr file, then there's no need for any of that color matching stuff.

  • @ruy_mascarua
    @ruy_mascarua 2 роки тому

    This is overcomplicated, u dont need any scripts

  • @pxrposewithnopurpose5801
    @pxrposewithnopurpose5801 3 роки тому

    i think bokeh is better

  • @leebz
    @leebz Рік тому

    Very helpful, thank you.