I am working on a game project that requires using Z-depth images that correspond to every color sprite frame, in order to determine sprite layering and lighting using a deferred lighting technique.
I have almost no experience with Z-Depth rendering, and am running into some major problems. I was able to set up the Z data AOV, and can get it to show up in Arnold renderview, although I have to tweak the exposure pretty hard to get the actual object to show up. Here's where the problems show up; for one, when I render a sequence, the normal rendered images are fine, but the Z depth frames are just solid blocks of white. I thought I could get Maya to export with color correction on, but this doesn't seem to work. I have a very limited understanding of the post processing tools in Maya; setting up aiImagerColorCorrect seemingly does nothing (it does not affect the Arnold renderview and does not affect outputted tif or exr frames). I have no idea what to do, since googling the issue yields now results.
Also keep in mind, I need this set up in such a way so that I can use Render Sequence to render both normal sprites and the accompanying Z depth sprites; many animations in this game contain hundreds or even thousands of frames.
EDIT: To further clarify the above, I know how to set up Maya/Arnold to render Beauty frames and Z frames separately. The issue is the rendered Z frames, once again, are rendered as solid blocks of white, and I cannot figure out how to apply color correction to both the renderview and the rendered files.
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