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	<title>Comments on: depth-of-field pass for maya or mentalray</title>
	<atom:link href="http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/</link>
	<description>more serious than before (in a good way)</description>
	<lastBuildDate>Thu, 26 Jan 2012 13:50:37 +1100</lastBuildDate>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10549</link>
		<dc:creator>david</dc:creator>
		<pubDate>Tue, 02 Nov 2010 05:25:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10549</guid>
		<description>2nd question first: Yes mentalray seems to ignore some of maya&#039;s renderstat flags. I usually put the frustum on a display layer which I set to templated when I need to render. Or you can just hide it.

renderlayers? Pretty much like in the example file. I have a renderlayer where objects have material overrides. The ramp shows up in my viewport in  texture display mode. Maybe, if you are not seeing it, this is graphics card dependent.</description>
		<content:encoded><![CDATA[<p>2nd question first: Yes mentalray seems to ignore some of maya's renderstat flags. I usually put the frustum on a display layer which I set to templated when I need to render. Or you can just hide it.</p>
<p>renderlayers? Pretty much like in the example file. I have a renderlayer where objects have material overrides. The ramp shows up in my viewport in  texture display mode. Maybe, if you are not seeing it, this is graphics card dependent.</p>
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		<title>By: n8skow</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10547</link>
		<dc:creator>n8skow</dc:creator>
		<pubDate>Mon, 01 Nov 2010 14:52:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10547</guid>
		<description>Also - when I import your shader into my scene, I get a green coloring in my renders from the camera frustum object (even though I see it&#039;s set as non-renderable).</description>
		<content:encoded><![CDATA[<p>Also - when I import your shader into my scene, I get a green coloring in my renders from the camera frustum object (even though I see it's set as non-renderable).</p>
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		<title>By: n8skow</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10546</link>
		<dc:creator>n8skow</dc:creator>
		<pubDate>Mon, 01 Nov 2010 14:36:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10546</guid>
		<description>Hey Dave

What&#039;s the setup for your renderlayers?
Specifically the DOF render layer... How are you getting it to show the b/w ramp?

thanks</description>
		<content:encoded><![CDATA[<p>Hey Dave</p>
<p>What's the setup for your renderlayers?<br />
Specifically the DOF render layer... How are you getting it to show the b/w ramp?</p>
<p>thanks</p>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10501</link>
		<dc:creator>david</dc:creator>
		<pubDate>Sun, 06 Jun 2010 13:58:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10501</guid>
		<description>I&#039;m glad it works for you. I have to admit that I&#039;m using the p_z shader more often these days. Not sure if there&#039;s a mac version though.

You can probably use optimize scene and remove unknown nodes to avoid the vectorRenderGlobals error. And you can get rid of the shave error by clearing the pre and post render mel fields in render globals.</description>
		<content:encoded><![CDATA[<p>I'm glad it works for you. I have to admit that I'm using the p_z shader more often these days. Not sure if there's a mac version though.</p>
<p>You can probably use optimize scene and remove unknown nodes to avoid the vectorRenderGlobals error. And you can get rid of the shave error by clearing the pre and post render mel fields in render globals.</p>
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		<title>By: kienjakenobi</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10497</link>
		<dc:creator>kienjakenobi</dc:creator>
		<pubDate>Fri, 28 May 2010 20:36:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10497</guid>
		<description>Of all the depth shaders out there: DepthShader 1.0, zDepthDOF 1.6, and your djDepthPhenomena, this one is the only one that works on my Mac with Maya 2011 64-bit.  

djDepthDOF works very well for me.  Many, many thanks!  I was burning through possibilities and began to think I would simply have to settle for mentalray&#039;s built-in depth channel.  

I have encountered only two problems, which appear to be harmless: 

Whenever I open the example file, I am given this error: [Directory Path]/example.ma line 1370: Unrecognized node type &#039;vectorRenderGlobals&#039;; preserving node information during this session.

Perhaps this is because the Vector Renderer is not available in 64-bit for Mac, so I do not have it loaded.  

The second error I receive occurs ever time I attempt to render a scene: 
// Error: Cannot find procedure &quot;shave_MRFrameStart&quot;. // 
// Error: Cannot find procedure &quot;shave_MRFrameEnd&quot;. // 

This error occurs whether I am using Maya Software or mentalray, and it occurs regardless of the render layer that I am rendering.  

I do not know what these are, but it does not seem to affect the output.</description>
		<content:encoded><![CDATA[<p>Of all the depth shaders out there: DepthShader 1.0, zDepthDOF 1.6, and your djDepthPhenomena, this one is the only one that works on my Mac with Maya 2011 64-bit.  </p>
<p>djDepthDOF works very well for me.  Many, many thanks!  I was burning through possibilities and began to think I would simply have to settle for mentalray's built-in depth channel.  </p>
<p>I have encountered only two problems, which appear to be harmless: </p>
<p>Whenever I open the example file, I am given this error: [Directory Path]/example.ma line 1370: Unrecognized node type 'vectorRenderGlobals'; preserving node information during this session.</p>
<p>Perhaps this is because the Vector Renderer is not available in 64-bit for Mac, so I do not have it loaded.  </p>
<p>The second error I receive occurs ever time I attempt to render a scene:<br />
// Error: Cannot find procedure "shave_MRFrameStart". //<br />
// Error: Cannot find procedure "shave_MRFrameEnd". // </p>
<p>This error occurs whether I am using Maya Software or mentalray, and it occurs regardless of the render layer that I am rendering.  </p>
<p>I do not know what these are, but it does not seem to affect the output.</p>
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		<title>By: dican</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-10224</link>
		<dc:creator>dican</dc:creator>
		<pubDate>Mon, 19 Jan 2009 02:18:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-10224</guid>
		<description>thanks so much</description>
		<content:encoded><![CDATA[<p>thanks so much</p>
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		<title>By: debroysibai</title>
		<link>http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/comment-page-1/#comment-9866</link>
		<dc:creator>debroysibai</dc:creator>
		<pubDate>Fri, 22 Aug 2008 05:23:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/2007/12/11/depth-of-field-pass-for-maya-or-mentalray/#comment-9866</guid>
		<description>very gooood. it helps me very much. lot of thanks</description>
		<content:encoded><![CDATA[<p>very gooood. it helps me very much. lot of thanks</p>
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