Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
first, I guess the depth map can be generated from any render settings, even with SSS and raytracing (and hence IDL) OFF, and various render quality settings at a low value. But you do need some render process to make it.
In order to make sense out of the map, the issue is whether the regular 8 bit grayscale 0..255 is good enough. You might need to save in 16-bit format or EXR, and boost contrasts in Photoshop (or alike). So perhaps the info is there but you can't see it on screen, and it gets lost when saving to PNG or so.
Or we might just need more info to sort this one out, but then we need some more shots on the screen. The rendered result, a top-shot including cam position, things like that.
have fun
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
I followed your suggestion and rerendered in very low settings and got the same exact result. The strange part is that the window part is transparent on the psd, but when I saved it as a jpg it got a gradation. There is no information there except for the envsphere that is set emit light but not show in the rendered image. When I boosted the brightness the black section just started moving to the left and finally covered the whole image, no extra information there.
My render settings
Top View
Final render
It's the first time this happens, I usually have no trouble getting the depth map
okay, first: JPG does not support transparency while PSD does, so I'm not supprised by that effect. PNG will do transparency as well.
I'm not in the position to run tests and things, but my first impression is that something with a smooth Z-depth presence is standing in the way. And the only thing I can think of, is that environment sphere. Which is set to behave invisible to the rendering, but I'm not sure if it does so to to the z-depth determination. So, effectively, your camera is out of the sphere looking into the scene.
A solution might be either to move the camera inside, or (my favorite) to enlarge the environment sphere. For a test: just make it visible, is it blocking the render then? If so, we've got our culprit.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
by the way, nice scene !!
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
so the wall of the room closest to the camera is the culprit. You can take that section out (and in order to take some light from the dome out, build a new larger wall behind the camera).
The other option is to bring the camera into the room. Then you might need Camera Perspective to set the required focal length. Perspective alters the Camera Scale too and enables you to make wide angle shots at a large distance or the other way around.
Just thinking out loud, perhaps someone else has a better idea.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
The wall is part of the room and can't be deleted, the fact that the wall is invisible doesn't coun? Next time I'll probably just put just three plains about where the room walls are.
Thank you for the help aRtBee, especially for the tip that I can render the image in low res just for the depth map. You saved me a lot of wasted render hours :)
okay, apparently Z-depth and invisible don't combine that well. But still you can do a render with wall, and a Z-depth without at a faster render pace. That's something. Usually you need the high image resolution either, for Z-depth. That's enother saver.
And the Camera Perspective can still be of use.
have fun !
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
The built in ZDepth from Poser doesn't take into account transparency. At all. All it considers is the geometry. This will be especially noticeable if you do a closeup on someone's head with transmapped hair: what looks like thin strands or wisps in the render will be ribbons of polygons or even a solid shell.
how does it look if you turn off HSVexpTM, and incr. bounces and value of envsphere map?
I turned off the tone mapping and still get the same result but I don't know how to increase the bounces of the environment sphere. Is it a certain value in the material room? Keith, I tried to render some hair to see if you're right and I got the strangest result
The back hair are the same polygons as in the front. It's really strange. In my original picture too, the window is the farthest back object and, even though it's also behind the wall, it has transparency.
Try making the room invisible. Get Z-depth render of the contents. In photo app, select and delete the white background. Get a Z-depth render of just the room prop. Overlay first render extract atop the second (room) render.
Just throwing out ideas; don't know if it will help.
I know it can be done; I use it occasionally to create displacement maps for bas-relief carved panels.
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Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
Try making the room invisible. Get Z-depth render of the contents. In photo app, select and delete the white background. Get a Z-depth render of just the room prop. Overlay first render extract atop the second (room) render.
Just throwing out ideas; don't know if it will help.
The problem with that is that the room's invisible wall gives the gradation so I can't get any zdepth with it in the render. I'guess it's easier to just place simple planes where the wall would be. It's a pain but at least it gives me a complete map :)
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Hi guys,
I'm encountering a problem in my last render. I've enabled Z Depth in my auxiliary render data but the depth map came out like this.
I'm using BB's Environment Sphere and there are several objects in different distances.
It took hours to render so I gave up and I had to do the blurring by hand but I'd like to know why did this happen and how to avoid it.
Is there any way to get just the depth map without re rendering the whole thing using poser's native settings?