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Deep Pixel Depth Blur And Fog Problem


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#1 saovadee

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Posted 12 September 2012 - 11:06 AM

Hi guys,
I'm just upgrade to Fusion 6.4 and I open some old comp from the last version, and all my depth blur node don't work, I don't have the Z channel.
Is that normal or a 6.4 bug, or do I have to set the channel booleen differently.

Thank you for all you answer.
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#2 JUNE

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Posted 13 September 2012 - 11:37 AM

the same problem

#3 Tilt

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Posted 13 September 2012 - 04:38 PM

where did the missing Z channel come from in the old version? An exr? Fusion's renderer or did you copy it via channel boolean?

#4 saovadee

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Posted 14 September 2012 - 03:16 AM

Normally I use depth pass from maya ( the one with different tone of grey ) and transform it with channel booleen to z depth.
but for version 6.4 it doesn't work, look like some people have the same problem, I think it's a 6.4 bug, so I go back to 6.3

Thanks everyone.

#5 pingking

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Posted 14 September 2012 - 04:15 AM

does your z pass has the same bit depth then the rgb render? if not can you try to force the z depth to the same bit depth and try it again?

#6 saovadee

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Posted 16 September 2012 - 02:14 AM

No I never use Z pass, I use kind of black to white gradient to simulate the depht, then I use Channel booleen, go to Aux, I change Z buffer to lightness FG, normally it's work but not in this version. for me it's look like a bug.

#7 Tilt

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Posted 16 September 2012 - 03:59 AM

This works for me. Note that a black&white z buffer rendering isn't the format that Fusion expects in its depth blur node. So you'd have to reduce zscale to something small.

{
Tools = ordered() {
  Background2 = Background {
   Inputs = {
	GlobalOut = Input { Value = 100, },
	Width = Input { Value = 1280, },
	Height = Input { Value = 720, },
	TopLeftGreen = Input { Value = 0.317300613911333, },
	TopLeftBlue = Input { Value = 0.913333333333333, },
	Gradient = Input {
	 Value = Gradient {
	  Colors = {
	   [0] = { 0, 0, 0, 1, },
	   [1] = { 1, 1, 1, 1, },
	  },
	 },
	},
	EffectMask = Input {
	 SourceOp = "Ellipse1_2",
	 Source = "Mask",
	},
   },
   ViewInfo = OperatorInfo { Pos = { 495, 181.5, }, },
  },
  Ellipse1_1 = EllipseMask {
   Inputs = {
	PaintMode = Input { Value = FuID { "Multiply", }, },
	Invert = Input { Value = 1, },
	MaskWidth = Input { Value = 1280, },
	MaskHeight = Input { Value = 720, },
	PixelAspect = Input { Value = { 1, 1, }, },
	ClippingMode = Input { Value = FuID { "None", }, },
	Center = Input { Value = { 0.4078125, 0.605555555555556, }, },
	Width = Input { Value = 0.123647049745502, },
	Height = Input { Value = 0.123647049745502, },
	EffectMask = Input {
	 SourceOp = "Ellipse1",
	 Source = "Mask",
	},
   },
   ViewInfo = OperatorInfo { Pos = { 495, 115.5, }, },
  },
  Ellipse1_2 = EllipseMask {
   Inputs = {
	PaintMode = Input { Value = FuID { "Multiply", }, },
	Invert = Input { Value = 1, },
	MaskWidth = Input { Value = 1280, },
	MaskHeight = Input { Value = 720, },
	PixelAspect = Input { Value = { 1, 1, }, },
	ClippingMode = Input { Value = FuID { "None", }, },
	Center = Input { Value = { 0.584375, 0.605555555555556, }, },
	Width = Input { Value = 0.123647049745502, },
	Height = Input { Value = 0.123647049745502, },
	EffectMask = Input {
	 SourceOp = "Ellipse1_1",
	 Source = "Mask",
	},
   },
   ViewInfo = OperatorInfo { Pos = { 495, 148.5, }, },
  },
  Ellipse1 = EllipseMask {
   Inputs = {
	MaskWidth = Input { Value = 1280, },
	MaskHeight = Input { Value = 720, },
	PixelAspect = Input { Value = { 1, 1, }, },
	ClippingMode = Input { Value = FuID { "None", }, },
   },
   ViewInfo = OperatorInfo { Pos = { 495, 82.5, }, },
  },
  DepthBlur1 = DepthBlur {
   CtrlWZoom = false,
   Inputs = {
	XBlurSize = Input { Value = 20, },
	FocalPoint = Input { Value = 0.56884765625, },
	ZScale = Input { Value = 0.5, },
	Input = Input {
	 SourceOp = "ChannelBooleans1",
	 Source = "Output",
	},
   },
   ViewInfo = OperatorInfo { Pos = { 605, 280.5, }, },
  },
  ChannelBooleans1 = ChannelBoolean {
   Inputs = {
	ToRed = Input { Value = 4, },
	ToGreen = Input { Value = 4, },
	ToBlue = Input { Value = 4, },
	ToAlpha = Input { Value = 4, },
	EnableExtraChannels = Input { Value = 1, },
	ToZBuffer = Input { Value = 0, },
	Background = Input {
	 SourceOp = "Background2",
	 Source = "Output",
	},
	Foreground = Input {
	 SourceOp = "Background1",
	 Source = "Output",
	},
   },
   ViewInfo = OperatorInfo { Pos = { 495, 280.5, }, },
  },
  Background1 = Background {
   Inputs = {
	GlobalOut = Input { Value = 100, },
	Width = Input { Value = 1280, },
	Height = Input { Value = 720, },
	Type = Input { Value = FuID { "Vertical", }, },
	TopLeftRed = Input { Value = 1, },
	TopLeftGreen = Input { Value = 1, },
	TopLeftBlue = Input { Value = 1, },
	Gradient = Input {
	 Value = Gradient {
	  Colors = {
	   [0] = { 0, 0, 0, 1, },
	   [1] = { 1, 1, 1, 1, },
	  },
	 },
	},
   },
   ViewInfo = OperatorInfo { Pos = { 330, 280.5, }, },
  },
},
}


#8 saovadee

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Posted 17 September 2012 - 07:59 AM

I try your comp in 6.3, everything work perfectly, but in 6.4 the Z channel is missing, you will have the blur at the same amount the whole image.

but thanx anyway.

#9 Tilt

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Posted 17 September 2012 - 08:16 AM

This is very strange. What bit depth are you in? I've set my defaults to float16 so maybe this bug only shows in int8 or int16?

#10 saovadee

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Posted 17 September 2012 - 08:38 AM

Oh yes, you're right, now the amount of blur work in float16, but when I try to check the Z channel it's totally white (from your comp), is that normal?
anyway now I know how to make it work, thanks so much.

#11 Tilt

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Posted 17 September 2012 - 09:48 AM

It's weird that Z doesn't get converted to float even on integer images. I thought it would do that.
You need to press the Normalize button. The z channel is white because it isn't in the range expected by Fusion (which doesn't use values from 0.0 to 1.0 but rather distance values that are negative between zero and negative infinity). The viewer uses some values to normalize a z buffer.

#12 saovadee

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Posted 18 September 2012 - 02:59 AM

What do you mean by pressing normalize button? cannot find it.

#13 bfloch

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Posted 18 September 2012 - 07:26 AM

You can use the little gradient button in your view controls or the context menu:
http://manual.vfxped...ldisplayoptions

#14 Happypig

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Posted 25 January 2014 - 02:03 PM

Just make shure both inputs are 16 bit float. then it works.

fusion 6.4

#15 blank...

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Posted 30 January 2014 - 05:58 AM

Just make shure both inputs are 16 bit float. then it works.


Nope, just tried it, either all blured or nothing.




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