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For a while now I have been trying to find a good workflow for manipulating depth of field in Max. I recently stumbled upon one that I feel is very useful for giving the user maximum control over his/her output. It provides more flexibility than just relying upon a flat Depth elements pass and it also fixes a few issues I was personally having with rendering out correct particles. Usually in Max to get Z Depth pass, you would render through the elements tab found in the (F10) render set up tab seen below.
Elements Tab Found in the Render Setup Rollout (F10)
This is also the practice that up until recently I have been using. Recently however, I have been integrating more animation work into my workflow and with that comes a reliance upon flexibility and feedback. Rendering out to the elements tab of a render often pushes passes…
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