Frischluft Depth of Field render issuesBlack squares
Posted 30 November 2012 - 04:44 PM
Posted 30 November 2012 - 05:01 PM
Have you installed the latest updates (http://adobe.ly/lsrkmJ)?
Edited by Todd Kopriva, 30 November 2012 - 05:01 PM.
Todd Kopriva, Adobe Systems Incorporated
After Effects quality engineering
After Effects team blog
Posted 30 November 2012 - 05:22 PM
Edited by theta, 30 November 2012 - 05:32 PM.
Posted 30 November 2012 - 06:04 PM
I'm not sure how you are creating your depth buffer but the plugin seems sensitive to the "quality" of them. Usually if I leave my depth channel alone things work fine, but when I clamp values or otherwise mess with it things go south.
Have you tried adjusting any min/max depth values in your 3d renderer? That might help.
Posted 30 November 2012 - 06:42 PM
For now,I'm just rendering the whole sequence with this adjustment layer with Sapphire plugins turned off, which renders the DoF fine. Then re-importing the rendered sequence and adding that adjustment layer back on top and rendering that. It's an extra step, but at least it works.
Posted 12 December 2012 - 01:36 AM
I had heard it was something to do with c4d depth passes being anti aliased so i started rendering a sep RLA pass and using channel extract as the source for frisch and this worked well, but its a bit of an annoying workflow, esp using netrender.
Anyone else have a good technique? (Besides a preChoke)
Posted 13 December 2012 - 11:11 AM
Yeah, it's quite a difficult problem to solve.
If you anti-alias your Z-depth pass, any anti-aliased pixels would indicate wrong depth values and result in artefacts. In case of aliased Z-depth pass and anti-aliasing on the image, the passes don't align exactly which result in another type of edge artefacts. You can deal with the second problem by rendering your aliased Z-depth pass at double resolution. Add the oversized Z-depth pass and the image pass (scaled at 200%) in a pre-comp. Apply Lenscare and then scale the pre-comp back to 100% in another comp. You'll notice that Frischluft is really slowing down because of the oversized comp… :-) If you're still seeing some edge artefacts you can try applying the minimax effect (operation: maximum, radius: 1px) on the Z-depth pass.
In case of obscuration artefacts, you need to render in layers (FG, BG) and blur separately because you want the pixel information behind FG objects.
Deep compositing data (Open EXR 2.0) is the ultimate solution, but it's going to take a while to arrive in AE and C4D, I suppose.
Edited by Sen, 13 December 2012 - 01:44 PM.
Posted 13 December 2012 - 06:59 PM
This has been my fix. It works, but it's messy.
null--> sliders to control depth of fieldforeground only--> frischluft (using "foreground depth map comped")background only--> frischluft (using "background depth map comped")foreground depth map compedforeground depth map--> simple choker (a few pixels, optional)foreground depth map--> simple choker (a few pixels, optional)--> fast blur (a few pixels)--> levels (crunching the alpha)background depth map compedbackground depth map--> simple choker (a few pixels, optional)background depth map--> simple choker (a few pixels, optional)--> fast blur (a few pixels)--> levels (crunching the alpha)
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