Disabled Render Layers output a Z-value of 0.0, causing unexpected behaviour with compositing. #47347

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opened 2016-02-06 23:42:57 +01:00 by Sam Brubaker · 4 comments

Version: 2.76b (Linux 64-bit)

How to reproduce:

Zdepth_bug.blend

  • Open the attached .blend, inspect in the compositing setup, and render.
  • Unheck the "Green Monkey" Rende Layer in the Properties window, and render again.

Notice the resulting Z-depth of the composite frame when it has a disabled Render Layer in the chain, and what that does to the Render Layers that are Z-Combined further down the chain.

Expected Behaviour: Disabling one Render Layer should not disrupt the Z-depth output as it does currently.

For most outputs of a disabled Render Layer, a value of 0.0 makes sense. We definitely want the RGBA values to all be 0.0, for example. However, a Z-Value of 0.0 implies there is a solid surface impossibly close to the camera. For almost all Z-depth uses, this is the opposite of what the user expects. It makes the disabled Render Layer cover everything up.

By default in Blender, a pixel of empty space has a Z-value of something like 10^10 (I did not count all the zeros, but it's a very big number). That should be the Z-value output by an unchecked Render Layer. Doing this will help the user avoid a lot of bad compositing issues.

Version: 2.76b (Linux 64-bit) **How to reproduce:** [Zdepth_bug.blend](https://archive.blender.org/developer/F280497/Zdepth_bug.blend) - Open the attached .blend, inspect in the compositing setup, and render. - Unheck the "Green Monkey" Rende Layer in the Properties window, and render again. # Notice the resulting Z-depth of the composite frame when it has a disabled Render Layer in the chain, and what that does to the Render Layers that are Z-Combined further down the chain. **Expected Behaviour:** Disabling one Render Layer should not disrupt the Z-depth output as it does currently. For most outputs of a disabled Render Layer, a value of 0.0 makes sense. We definitely want the RGBA values to all be 0.0, for example. However, a Z-Value of 0.0 implies there is a solid surface impossibly close to the camera. For almost all Z-depth uses, this is the opposite of what the user expects. It makes the disabled Render Layer cover everything up. By default in Blender, a pixel of empty space has a Z-value of something like 10^10 (I did not count all the zeros, but it's a very big number). That should be the Z-value output by an unchecked Render Layer. Doing this will help the user avoid a lot of bad compositing issues.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @rocketman

Added subscriber: @rocketman

This issue was referenced by f77110e789

This issue was referenced by f77110e789beda945d3725f19e6090ed20e2c613

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#47347
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