Is there a way to output a depth buffer of some sort as a Redshift AOV that could then be used as a Z-buffer in Trapcode Particular so its particles can be properly obscured by the 3D objects in the scene?
In the past I've been able to kind of make a Z (Depth) pass AOV work, but you encounter problems when the camera is moving. As it moves forwards or backwards the buffer values change, messing up the matte for Particular.
Imagine you have a row of columns extending along the z-axis into the distance. I animate the Particular emitter to weave between the columns, and the camera flies along the columns following the emitter.
Or to simplify it more, imagine a single column with particles weaving around it. Then the camera dollies back. The values in a basic Z AOV would change as the camera gets farther from the column, messing up the Particular Z-Buffer.
There's also the World Position AOV, and setting that to extract the Blue value to generate a black and white map seems like it might work, but I don't know how you'd dial that in to work with the Particular Z-buffer.
Is this possible to do in AE with Particular, or am I going to have to fire up X-Particles in C4D?
Thanks!
Shawn Marshall