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Control the Depth pass in Blender 

Max Puliero
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↓↓↓ Download the video and a sample file at this link ↓↓↓
gum.co/Depthtu...
Stay tuned!
Max

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21 окт 2024

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Комментарии : 57   
@namoron
@namoron 9 месяцев назад
for people looking for the depth in the render layer node in newer versions of blender (4.0.2 currently), you need to enable it in the "view Layer" tab on the right side of the interface, it should be under Passes > data > Z make sure "Z" is checked to see Depth in the render layers node.
@YoureMadBozo71
@YoureMadBozo71 8 месяцев назад
tyvm
@onur.nidayi.1344
@onur.nidayi.1344 3 месяца назад
This 5 minute video just changed the game ! Well done bro :)
@kirschhoffer
@kirschhoffer 3 года назад
Thanks for that useful tutorial. I didn't get that the input depth was in scene units, I thought it was already constrained in a 0..1 interval.
@Blendervidoes
@Blendervidoes 2 года назад
Did you figure it out yet cause I haven’t
@kaleidophon
@kaleidophon 6 месяцев назад
Lots of conflicting and poor tutorials out there on this subject. You gave me a solution in less than 5 mins. Bravo! Many thanks! - Subbed
@sashafranko
@sashafranko 4 года назад
Woooow, Max is back!
@Lattamonsteri
@Lattamonsteri 4 года назад
Pretty neat :D I've just used the vector math - normalize node which will map the z values to 0-1 range (works wonders :D) but having proper control for the min and max values is probably pretty essential in most cases. By the way, why was the world much grayer than the end of those road planes? The ends of the roads were pure white. Isn't the world much further away?
@MaxPuliero
@MaxPuliero 4 года назад
not sure if it is for debugging purpose or a colormanager thing.
@ARTofTY-TV
@ARTofTY-TV 7 месяцев назад
I appreciate the video. My criticism is purely for Blender devs. Exporting a depth pass is a fairly common situation. This feels very janky. I wish they would make the process more streamlined.
@MaxPuliero
@MaxPuliero 7 месяцев назад
You can export the Z pass very easily and clamp it in post. this method is only to have a more precise control.
@Ironpants57
@Ironpants57 4 года назад
Really cool! I was going to suggest mist pass but it doesn't have a real time feedback. Plus it's a different fade type
@mizta6819
@mizta6819 3 года назад
If you include volume scatter it will register that along with the depth so, mist may not be best when you have that and want to do depth of field in composite.
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Nice, i got the script working now. everything is now setup in a split second. Now i need to think about where to add it and what to do with multi-camera setup. I noticed its again a hustle to change those empties in the map range. There is only 1 composite output right? We can make a composite setup per camera, im quite new to blender compositor, ive always used external render engine for blender
@MaxPuliero
@MaxPuliero 3 года назад
I'm a total noob about compositing. 😂
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Okay made a little panel so i can now also update the drivers more easily. Currently you need to select two other empties when you have multiple cameras. I thing ill make this automated so when you select a camera you only need to press refresh and it selects the correct empties automatically.
@RomboutVersluijs
@RomboutVersluijs 3 года назад
@@MaxPuliero ow really, i always enjoyed your scenes. I thought you had some good knowledge of all of this
@RomboutVersluijs
@RomboutVersluijs 3 года назад
@@MaxPuliero PS i got everything working, also added a mist option since that gives a much smoother antialiased pass. Im using the same empties and driver setup. Everything works and also updates. Now i need to make it an addon but that just a couple more lines of code
@Fleischkopf
@Fleischkopf 3 года назад
thanks. that was very helbful
@B-squaredBIN
@B-squaredBIN 2 года назад
How do you color it in though?
@andreaavellino7462
@andreaavellino7462 3 года назад
Hallo Max, thank you so much for this tutorial. I have a scene with some smoke in the foreground, and I would like to render the Z-Pass to add DOF in after effects to my animation in post processing. I usually simply use the mist pass for this purpose, but I realised that it renders the smoke with bright values, no matter how far it is from the camera. I hoped that this method calculated the distance of the smoke properly but it has the same issue of the mist pass. Do you have an idea of how this could be fixed? Have you found yourself having to deal with this problem? Grazie mille.
@MaxPuliero
@MaxPuliero 3 года назад
Ciao Andrea, I'm sorry but I have no idea on how to handle smoke and semi trasparent object with this method.
@andreaavellino7462
@andreaavellino7462 3 года назад
@@MaxPuliero no worries, thank you eitherway.
@DonVitoCS2workshop
@DonVitoCS2workshop 3 года назад
@@andreaavellino7462 you could probably render the mist pass with the fog completely disabled from the scene (so the smoke is a completely seperate layer and pass and is just composited back in in AE). but really depends on how your scene works and all that... also you probably already thought about that. good luck anyway :D
@aaayerus
@aaayerus 3 года назад
Very clever!
@diffuzy2777
@diffuzy2777 Год назад
Hello, please tell me why I see a black screen instead of a white one when I take the antenna out of depth. Because of this, normalize does not help and nothing changes.
@MaxPuliero
@MaxPuliero Год назад
I have no idea, try to download the sample file.
@bfgraphic
@bfgraphic 3 года назад
Genio, ho imparato qualcosa oggi!
@alucardvfx9357
@alucardvfx9357 Год назад
Ive been doing blender for over 2 years now, ive went from a newbie to someone who does this full time now and to this day i still have to comeback to this video every 2 weeks because i always forget how to do it. Bless you and this video🫡
@abiyyupanggalih854
@abiyyupanggalih854 3 года назад
thanks so helpful
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Ps would a curve or gradient do the same?
@RomboutVersluijs
@RomboutVersluijs 3 года назад
IM used to a render engine which had this option min and max by default. No need to fiddle around and do lots of side work. Really baffled how this is so tedious in blender
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Hahah im gonna do it, ill try to make one
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Many thanks, always wondered about this. Kinda bizarre outof the box its kinda crappy
@teeambird2079
@teeambird2079 Год назад
I followed everything but got a completely black render. Anyone know why?
@MaxPuliero
@MaxPuliero Год назад
try to download the demo file from gumroad, it's free.
@teeambird2079
@teeambird2079 Год назад
​@@MaxPuliero I have a Volume domain in my scene for a cloud that doesn't seem to pick up the correct depth in the depth map. It's coloured as though it's behind a mountain object, when it's actually closer to the camera than the mountain. Maybe this method doesn't work with volumes?
@PrinceWesterburg
@PrinceWesterburg 2 года назад
Brilliant, I used to program so this sort of thing is so simple to do yet so few packages have this functionality, ultra useful, thanks. Love your accent - Go watch Davie504 and redo all you tutorials in that style, with a hint of Godfather!
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Ps could be a nice feature to make this automated, perhaps a little addon or panel :)
@RomboutVersluijs
@RomboutVersluijs 3 года назад
Ps when you use dof obejct, does depth do get calculated properly?
@MaxPuliero
@MaxPuliero 3 года назад
I don't know, I have to test it. good question.
@RomboutVersluijs
@RomboutVersluijs 3 года назад
@@MaxPuliero after typing i dont thing so. Iits calculated per object, only its better implemented. Its kinda funny how often i see this question about this white channel. Really hope i can nail this addon idea i got. I was thinking of making it work so you can setup any camera with a one click solution.
@gabrielmoro3d
@gabrielmoro3d 3 года назад
Thanks a lot!
@dumpsky
@dumpsky 3 года назад
nice! but... background color should be pure white here. everything else in view should therefor be less than white.
@MaxPuliero
@MaxPuliero 3 года назад
that's because the color management settings. it can also be used as debugger to check if some object is clamped out.
@hardlogic7576
@hardlogic7576 2 года назад
the Question how to render sequence of depth passes to composite in nuke?
@MaxPuliero
@MaxPuliero 2 года назад
I'm not a post process expert, but I think you can export the multilayer exr into nuke.
@PoketMarty04
@PoketMarty04 4 года назад
are you italian?
@MaxPuliero
@MaxPuliero 4 года назад
yes
@PoketMarty04
@PoketMarty04 4 года назад
@@MaxPuliero bella. lo ho capito dall'accento e dal cognome. bei modelli comunque. bellissimo soprattutto quel video del 2012 dove facevi una sorta di astronave, che per quanto low poly era davvero carina con tutte le texture
@bloqueado
@bloqueado Год назад
Khabib is that you?
@PanewsONE
@PanewsONE 7 месяцев назад
just plug in a normalize node between the input and output and you get a perfect result
@MaxPuliero
@MaxPuliero 7 месяцев назад
No the range will change dynamically during the animation based on the distance between the nearest and farther objects. So, for example, if the farther object briefly disappears behind a closer object, during that frame range the Zpass will be normalized in a different way, making it unpredictable and useless.
@PanewsONE
@PanewsONE 7 месяцев назад
@@MaxPuliero Interesting point. I just did some testing and couldn't recreate your statement. I placed a bunch of cubes in space on the first frame, then moved the closest and furthest to different locations on the second frame. I even placed the furthest cube behind one of the others, as you said. This didn't affect the Z values of the rest of the items placed in the scene at all. I wanna make sure the information I spread is correct. Did I overlook something?
@RipRecords
@RipRecords 4 года назад
You didn't explain ANYTHING for a novice...
@MaxPuliero
@MaxPuliero 4 года назад
in fact this is not a tutorial for novice. there are plenty of them already.
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