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.
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.
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."
Man you just saved me! Thank you!!
That was really helpfull. Thank you.
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.
You area a life saver
Thank you!
thank u so much....for solving
Thanks a lot! :)
Can you explain more what does redshift mean by "filter min depth" or "filter max depth"?
nice tutorial......
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.
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."
Can you show how to do in after effect with this kind of workflow?
Here you go 😉 ua-cam.com/video/OpbrOqtN-dM/v-deo.html