I've been looking into this sporadically, too.
Chris's suggestion of rendering more than once has come up several
times in my research as a method of simulating DOF type effects.
All the writeups about his particular technique that I've seen
require use of the accumulation buffer to accumulate the result of
each render pass, and I don't think that's possible in QC, as the
OpenGL context setup by the application doesn't include an
accumulation buffer.
I'm hazy on OpenGL though, so it's completely possible that you
could create a environment-macro-type plugin for QC that allowed
DOF rendering using this method.
Any thoughts, anyone?
a|x
http://machinesdontcare.wordpress.com
On 3 Aug 2008, at 20:09, MARK HARRIS wrote:
> thanks Chris. thats the problem I've been having if I select the
> read/write on the base sprite (the one which is duplicated) it
sorts
> the depth problem, i.e. the shapes in the foreground go over the
> ones in the background, but I lose the transparency around the
> shape.. Please excuse my lack of knowledge but is that what you
mean
> by the Z buffer?
>
> The best solution I could come up with is this.. I split the
> composition into four layer which allowed me to have the extreme
> distance and forground blurred and transparent which gives it a
nice
> depth of field effect..
>
> I was just wondering if there was a better solution to this..
>
> Many thanks Mark
>
> <solution.qtz>
>
>> I've not had time to look at the composition, but I've learnt a
>> fair bit about Z sorting in QC. Most patches do respect Z sorting,
>> just make sure you have 'Read/Write' selected for the Z buffer for
>> each patch you want depth enabled for. If you're rendering
inside a
>> render-in-image, make sure you have the z buffer enabled for that
>> too or it won't work.
>>
>> The other thing to be aware of is transparency - if you use say a
>> bunch of sprites with a texture that has transparent areas, if
>> another sprite renders behind one it will be correctly Z-sorted
but
>> won't render in the transparent areas because it's 'behind' the
>> front sprite. I've found it's a case of one or the other but not
>> both when it comes to transparency and Z.
>>
>> Chris
>>
>>
>> On 3 Aug 2008, at 18:36, vade wrote:
>>
>>> it looks like this is because quartz renders based on layers, and
>>> does not do any z sorting between layers. Since you have clouds
>>> and shadows in the same iterator, they are rendered one after the
>>> other, per iteration, using the painters algorithm, (meaning, its
>>> just drawn on top of whatever was there before).
>>>
>>> easy fix - separate out your shadows in a separate iterator and
>>> draw them first.
>>>
>>> hard fix, figure out depth sorting in QC..
>>>
>>> On Aug 3, 2008, at 12:22 PM, MARK HARRIS wrote:
>>>
>>>> <problem.qtz>
>>>
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