Hey Womball,
no worries, I realized, that I also first gave the old link, which actually did link to just an image (glglglglgl…that’s what you’re getting for not sleeping).
However, one of the reasons, that makes the ZbornToy a superior or maybe the superior rendering system of depth images is he fact that you can texture each and every aspect of it! Therefore you can alternate each material to be what ever you like it to be by simply painting a layer for each shading aspect.
Let’s say you have a ball and a cone. You want the ball to be shiny and the cone to be dull. You what the ball to be very translucent and the cone to be just a little. Ball should be red and cone should be cyan. Then you’d want to make 4 images (brute force…you could do it more elegantly using after effects, but anyway):
image 1 - depth image (apply ZbornToy to it)
image 2 - grayscale where ball is white and cone is black (select this layer for glossiness texture)
image 3 - grayscale where ball is white and cone is 40% gray (select this layer for translucency texture)
image 4 - color image where ball is red and cone is cyan. (select this layer for surface color texture)
Now the ball and the cone will have a rather radically different shading!
Don’t forget that you can still use all of the abilities of After Effects to adjust the textures/layers for these parameters! You can precomp them in subcomps and treat them with effects like procedurals and ramps and anything your heart contents! You can EVEN use After Effect’s own PAINT to do all of that or parts of that without even leaving the software! Which is the other cool thing about ZbornToy: You can use it with material from anywhere, any software or scans or animated content. It’s not limited in any way other than the fact that it’s all “reliefs”! 