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z-depth and glass


ruskie77
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Hi everyone..

 

I like to render my stuff with z-depth maps and then apply a DOF effect in post, but on occasion, I have glass... sometimes crystal clear, sometimes a bit frosty.

 

the z-depth output always displays the glass and (of course) the DOF on the underlying model is incorrect.

 

anyone know of a quick and easy way of creating a usable z-dpeth/dof/bokeh effect when looking through glass?

 

thanks in advance

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i know this is in the vray forum and i'm a mental ray user, not sure if it applies but i thought i'd share the tip anyway.

 

in the max arch and design material there is a setting called 'transparency propagates alpha channel' this needs to be checked in order to have the glass be taken into account with what you are trying to do.

 

perhaps there is a setting like this in your vray materials?

 

i found theis tip at the following link http://3dsmaxrendering.blogspot.com/2010/01/transparent-alpha-channel.html[ATTACH=CONFIG]36943[/ATTACH]

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