rendering depth

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Hi everyone,

I am trying to render some depth passes, with my objects with matte ON and rendering only Pz in deep raster, and I have really a lot of crashes ( although I have 1Gb of RAM ). So I was wondering what parameters could help simplify the computation of this depth. I found that getting the near/far interval as small as possible could help, but this doesn't seem to be enough. Has anyone had similar crashs during renders? and a few work around? Maybe there are other ways to render depth information?
I tried to make a simple depth shader ( global variable into color output ) but I still have crashes. And depth would only be 8 bit, not floating point…
So, any suggestion is welcome!
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