home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Light ROM 4
/
Light ROM 4 - Disc 1.iso
/
text
/
maillist
/
1994
/
june94.doc
/
000332_owner-lightwave-l _Wed Jun 29 01:47:15 1994.msg
< prev
next >
Wrap
Internet Message Format
|
1995-03-23
|
2KB
Return-Path: <owner-lightwave-l>
Received: by mail2.netcom.com (8.6.8.1/Netcom) id AAA01340; Wed, 29 Jun 1994 00:52:48 -0700
Received: from merle.acns.nwu.edu by mail2.netcom.com (8.6.8.1/Netcom) id AAA01275; Wed, 29 Jun 1994 00:52:17 -0700
From: cascade@merle.acns.nwu.edu
Received: by merle.acns.nwu.edu (1.37.109.8.1.1/16.2) id AA08983; Wed, 29 Jun 1994 02:51:41 -0500
Message-Id: <9406290751.AA08983@merle.acns.nwu.edu>
Subject: Re: Z-buffer
To: lightwave-l@netcom.com
Date: Wed, 29 Jun 94 2:51:41 CDT
In-Reply-To: <199406281403.AA01678@spodumene.usafa.af.mil>; from "Chuck L. Wardin" at Jun 28, 94 8:03 am
X-Mailer: ELM [version 2.3 PL11]
Sender: owner-lightwave-l@netcom.com
Precedence: list
Reply-To: lightwave-l@netcom.com
> > Or hope for Z-buffer support in 3.2!
>
> Sorry but Z-Buffer is a hidden surface removal algorithm to determine what
> in a single scene is visible and what is not, it is not used in compositing.
> In Fact, if Lightwave didn't already have a Z-Buffer or the like (or better)
> it wouldn't be functional at all. The alpha-channel support already in
> Lightwave is indeed useful for compositing.
>
>
> --------------------------------------------------------------
> Chuck Wardin | Oliver's Law of Location:
> cwardin@gems.usafa.af.mil | Wherever you go...
> (719) 472-3813 | There you are.
> --------------------------------------------------------------
>
Chuck,
On the contrary, many renderers (such as SoftImage and TDI Explore for example) can
compute actual depth information about the scene and its objects during a render
and, in SoftImage's case, write a seperate z-buffer file that may be used for
compositing elements later on. So it CAN be used for compositing.
For example, imagine in one scene there exists a sphere with its closest edge 10
units from the camera (in z), with its furthest edge 20 units from the camera(in z).
In a second scene we have an XY plane that is 12 units from the camera (in z).
If we render both scenes seperately with a z-buffer, we can go back and composite
the two based upon the z-values. The end result would contain only a cap of the
sphere (from 10 units-12 units in z), apparently intersected by the plane at 12
units from the camera. Get it?
Alpha channel and z-buffer are quite different beasts and are used for different
purposes.
Jeff Kott
School of the Art Institute of Chicago