SU Podium Forum
Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
JustinSlick

Avatar / Picture

Moderator
Registered:
Posts: 493
Reply with quote  #1 

Hello all!  So this is sort of an under-the-hood feature Podium has at the render engine level, but not in the actual user interface.

But I finally set aside some time to document it and make a couple videos showing the process. 

If you're interested, it's a two step process:

1. First we add two lines to the top of any Podium preset so that Podium saves a z-depth pass.

zbuffer-5-15-linear-scene3.png


2. Then we use that depth map to control the extent and placement of a lens blur in Photoshop.


And the result is relatively believable looking depth of field without having to mask contours manually. 

Not as accurate as true "in-engine" depth of field that happens at render time, but definitely more precise than using filters that simply blur the edges of the image.

zbuffer-5-15-linear-scene3.png 




There is a page about it here:
http://suplugins.com/podium/tutorials/depth-of-field.php

All the necessary info is there including the two videos lined below.  The modified presets and test scene can be downloaded someone wants to try it with premade assets.  

And these two videos demonstrate the process.

Part one - How to modify the preset, and make sure the z-depth pass is properly tonemapped:




Part two - How to use the z-depth pass to control the lens blur and add depth of field in Photoshop




Hope that's useful to some of you!

 

Justin



__________________
What's New in SU Podium?
What's New in Podium Browser?
atrodler

Avatar / Picture

Registered:
Posts: 321
Reply with quote  #2 
and all this time I was exporting fog scenes to get the mask then doing the lens blur in photoshop. Sometimes I can get away with using the same file for both my haze masks as well as blur. 

The result looks the same since the z-deph pass image look just like my fog exports. I'll have to see which is quicker. One thing I usually have to do is save my completed model as a fog model and convert all my plants (or anything with an alpha mask) to white in order to retain the alpha mask. Simply switching to monochrome shows the actual image plane for the plant or whatever it is that has an alpha mask, and not the alpha mask so the fog process z depth pass doesn't match the rendering in terms of leaves. My question here is, does the podium z-depth pass recognize alpha masks? If so, this process would save me lots of time since I wouldn't need to save a secondary model and white out all the materials with alpha masks.

I suppose I could just try it but if you already know the answer... [wink]

update:
watching the tute! needbuffers 0X2 answers that question... SWEET!

update 2:
Wow. I wasn't aware at first that you do not need to render twice. Simply selecting your z-depth version does it all in one rendering session. Oh this is golden! So where is that list of other needbuffers? ... please.
z terrain test.jpg


__________________
"adopt the pace of nature: her secret is patience." 
-Ralph Waldo Emerson
atrodler

Avatar / Picture

Registered:
Posts: 321
Reply with quote  #3 
Either I have something set up incorrectly or the z-depth preset adjustment does not recognize the alpha mask of components in the model.

z depth from podium  


podium z-depth .jpg

fog scene from sketchup

fog scene export.jpg




__________________
"adopt the pace of nature: her secret is patience." 
-Ralph Waldo Emerson
JustinSlick

Avatar / Picture

Moderator
Registered:
Posts: 493
Reply with quote  #4 
Gosh, well that is really unfortunate.

I'm sure you're not doing anything wrong, but I'll try a bit later and see if I get the same results. Sigh! (edit - Yeah definitely doesn't work with .png transparency).

Haha maybe SU Plants will be the lifesaver. Looking forward to trying it.

__________________
What's New in SU Podium?
What's New in Podium Browser?
JustinSlick

Avatar / Picture

Moderator
Registered:
Posts: 493
Reply with quote  #5 
Andrew here are the rest of the needbuffers if you want to experiment:

+0x2 - Alpha Channel (transparency)
+0x4 - Flat textures (renders flat textures/colors, pretty much as they would be seen in SketchUp.)
+0x8 - Z-depth (explained above)
+0x10 - Direct lighting only (Sun and artificial lights)
+0x40 - Indirect Lighting (Global Illumination pass only; resembles a clay render)
+0x100 - Caustics (Shows only caustics)
+0x400 - Reflections (Shows only reflection information)
+0x1000 - Refractions (Shows only transparent/refractive materials)
+0x4000 - Luminosity (I'm getting only black images so far.  Might not work with Podium).
+0x10000 - Other (Not really sure).
+0x40000 - Surface ID (Assigns a random color to every surface. Does not work in Podium)
+0x100000 - Object ID (Assigns a random color to every object. Does not work in Podium)

The bottom four don't seem to work, or work unpredictably.  It's too bad because Surface ID and Object ID would be very useful for selection masks.

+0x4 could be useful for the same thing, you would just need to paint surfaces manually with a solid color, then you could use that layer for selections in Photoshop.


__________________
What's New in SU Podium?
What's New in Podium Browser?
atrodler

Avatar / Picture

Registered:
Posts: 321
Reply with quote  #6 
Quote:
Originally Posted by JustinSlick
Haha maybe SU Plants will be the lifesaver. Looking forward to trying it.


the two z-depths images here are from the same fog scene model. What I do in a separate model is edit the plant texture file in photoshop by boosting the saturation all the way to white. So there is no more image definition but the alpha is retained so in sketchup it look's like the monochrome style but with the alpha channel still 'on'. All other textures can be deleted and the whole scene is set to a white color. Then the fog export image is an exact match to the rendering and you have yourself the layer mask necessary for haze, fog, or lens blur. All the podium plants, or any plants with masks work, just have to create a secondary model. I really like the podium method as it does everything from one model and in one rendering so believe me, where I can use it, I certainly will.
Thanks for the other 'need buffers'. I may find a clever use for them someday.



__________________
"adopt the pace of nature: her secret is patience." 
-Ralph Waldo Emerson
arqcova

Avatar / Picture

Registered:
Posts: 524
Reply with quote  #7 
Great tutorial, thanks for making it, one of my next personal projects was to try some "depth renders" but this method is worth trying, thanks guys!
__________________
https://www.behance.net/CuevaRoja
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.