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You cannot get a Z-depth of a volumetric shader. You would have to somehow turn the volume into a mesh - and get a depth of those polygons.

An idea would be to give the smoke a color based on distance from cameracolor based on distance from camera - you can shade the volume almost solid with high density scatter shader - but that relies on external lighting. With emission shader the volume behaves additively resulting in incorrect depth-values (it's brighter than mesh at same depth). So there's no way to get the smoke's Z-depth other than meshifying it.

You cannot get a Z-depth of a volumetric shader. You would have to somehow turn the volume into a mesh - and get a depth of those polygons.

An idea would be to give the smoke a color based on distance from camera - you can shade the volume almost solid with high density scatter shader - but that relies on external lighting. With emission shader the volume behaves additively resulting in incorrect depth-values (it's brighter than mesh at same depth). So there's no way to get the smoke's Z-depth other than meshifying it.

You cannot get a Z-depth of a volumetric shader. You would have to somehow turn the volume into a mesh - and get a depth of those polygons.

An idea would be to give the smoke a color based on distance from camera - you can shade the volume almost solid with high density scatter shader - but that relies on external lighting. With emission shader the volume behaves additively resulting in incorrect depth-values (it's brighter than mesh at same depth). So there's no way to get the smoke's Z-depth other than meshifying it.

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You needcannot get a Z-depth of a volumetric shader. You would have to givesomehow turn the smokevolume into a color based onmesh - and get a distance from cameradepth of those polygons.

The shader setup is here:An idea would be to give the smoke a http://blender.stackexchange.com/a/27049/7777

You can plug this as an emission volumetric shader. Ifcolor based on distance from camera - you alsocan shade all the other objectsvolume almost solid with high density scatter shader - but that relies on external lighting. With emission shader the volume behaves additively resulting in incorrect depth-values (it's brighter than mesh at same depth). So there's no way, you to get a customthe smoke's Z-Depth pass that can handle volumetrics and also transparencydepth other than meshifying it.

You need to give the smoke a color based on a distance from camera.

The shader setup is here: http://blender.stackexchange.com/a/27049/7777

You can plug this as an emission volumetric shader. If you also shade all the other objects the same way, you get a custom Z-Depth pass that can handle volumetrics and also transparency.

You cannot get a Z-depth of a volumetric shader. You would have to somehow turn the volume into a mesh - and get a depth of those polygons.

An idea would be to give the smoke a color based on distance from camera - you can shade the volume almost solid with high density scatter shader - but that relies on external lighting. With emission shader the volume behaves additively resulting in incorrect depth-values (it's brighter than mesh at same depth). So there's no way to get the smoke's Z-depth other than meshifying it.

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You need to give the smoke a color based on a distance from camera.

The shader setup is here: http://blender.stackexchange.com/a/27049/7777

You can plug this as an emission volumetric shader. If you also shade all the other objects the same way, you get a custom Z-Depth pass that can handle volumetrics and also transparency.