Hi I was wondering is there anything to control z depth in Hitfilm pro?
Not quite understanding the question here. Hitfilm has a full 3D compositing space, so things can be shifted on the Z-axis as much as you want.
@Triem23 Z depth- depth of field like in this tutorial...after effects uses extractor
Ah. Let's talk for a minute about what this video is ACTUALLY doing.
The video skips a lot of steps and begins with "First you import your depth pass map..." then he notes he's used Redshift. Redshift is a rendering engine that slots into software like Maya, and 3DSMax, What this tells us is that he's rendered his scene in a full 3D app.
A "Depth Pass" (Depth Map, Depth Render) in a black and white render where objects closest to the camera are rendered in white and objects farther away from the camera are rendered as black. Since he inverted the map first thing it looks like Redshift renders Depth Passes backwards.
Now, here's what he actually did, translated into Hitfilm terms. He imported his Depth Map pass and added an Invert effect. He added a Levels Histogram effect and adjust the white and black points (Levels Histogram is resources intensive... It's better to do this with Curves). He converted this layer into an embedded Composite Shot. Finally, he loaded in his Fog footage, added a Set Matte effect to the fog, and used the embedded Depth Map comp as the source layer for a luminance matte.
So this tutorial is really about setting up a Set Matte.
So, Hitfilm can take any Depth Map generated from any 3D program, use curves or levels to manipulate the gray values, then apply a Set Matte to choke other layers.
Inside Hitfilm (Pro Only, I'm about to discuss some of the few features that are Pro-Exclusive) there are Depth Mask/Matte filters. These would be applied to a grade layer and generate grayscale Depth Maps like a 3D app from the 3D world. This usually requires duplicating the 3D setup to an embedded comp and applying the grade at the top (in this case turn lights off to speed things up and pre-render the depth map comp).
In Express you can also kinda fake a Depth Map. Again, this requires a duplicate comp of the 3D setup. In the "Depth Map" Comp you delete all lights then add a Fill color to all 3D objects/layers to make them pure white. Click the Settings cog for the Comp Shot, go into Advanced settings and turn on Depth Fog. Set the fog color to Black, then adjust the fog settings so objects close to the camera are white and the farthest are black. After that it's the same process of adjusting the gray values then applying the Set Matte.
I wondered the same thing after watching this Surfaced Studio tutorial using the Action VFX Ground Burst Assets in AE. His video came out in May, 2017. Apparently, the asset itself comes with Z-Depth data that can be used by AE to create a more realistic three-dimensional look to the asset.
@FilmSensei that was the clip that would have illustrated the point more clearly
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