Hello,
I’m searching to color my scene in a global black and white gradient texture, so the elements nearer from the camera are white and becoming darker to black as they are farer from camera / in the background.
For anyone curious, this is to simulate Deep of field in After effect with creating a mask influing the strenght of the blur effect depending of color (the more the color of scene is black, the stronger the blur will be)
This is for a long +1 minute one shot sequence with camera angles moving a lot, so the gradient should adapt fluently depending of distance of things.
Is there any way to accompish something like this? Thanks a lot !
Hi, thanks but i for the moment absolutely don’t see the process to achieve what i want with this info.
Also, i forgot to precise that i need this to work in the viewport render (for performance reason, the normal render is too long to do) So it’s why i think a global gradient texture for the whole scene that permanently adapt to camera’s position would be the best, if its possible?
Here is what you do in the compositer to access the Z and mist passes, or any other you have told Blender to render.
right hand screen is the depth pass which you can view and save in blenders own image viewer , where it says combined, that dropdown has the passes in it.
How ? Without compositor i got Combined Color for normal image, Combined Depth pure white, and Z-Buffer for perfect image as above, but Image save gives me only normal color…but in compositor i have to use from Depth: invert, normalize and connected to Composite node to get the shown saveable image.
For anyone that would need to achieve the same kind of thing, i found that tuto that offer a really simple way to do it without using compositing : https://www.youtube.com/watch?v=PzQMgbSEynU