I’ve been trying to figure out a way of anti-aliasing the z render pass. the normal image you get for the z render pass isn’t anti-aliased, and thats okay for dof effects because you are blurring the image anyway. sadly for other effects the z pass is useless. I was trying to use it to change the saturation based on the distance from the camera, and I got some very poor results.
Does anyone know of an easy way to get and anti-aliased z render pass?
Oh, there’s no need to do it like that. The material nodes provide all the tools you need. Kitsu was kind enough to point out this mind bending effect with transparency by distance but you can adjust his methods to suit your own needs. See here:
yeah, I read that a while ago, but conz3d hadn’t sorted the whole thing out yet… that is pretty cool. I’m not sure what to use a cavity shader for but I’m sure there are many ways it could be applied. that thread kinda opened my eyes to a few new ideas.