From various sources I found out how to assemble a render graph to put out the depth map (scaled to the range [0, 255]): # Set up rendering of depth map: bpy.context.scene.use_nodes = True tree = bpy.context.scene.node_tree links = tree.links # clear default nodes for n in tree.nodes: tree.nodes.remove(n) # create input render layer node rl = tree.nodes.new('CompositorNodeRLayers') map = tree.nodes.new(type="CompositorNodeMapValue") # Size is chosen kind of arbitrarily, try out until you're satisfied with resulting depth map. map.size = [0.08] map.use_min = True map.min = [0] map.use_max = True map.max = [255] links.new(rl.outputs[2], map.inputs[0]) invert = tree.nodes.new(type="CompositorNodeInvert") links.new(map.outputs[0], invert.inputs[1]) depthViewer = tree.nodes.new(type="CompositorNodeViewer") links.new(invert.outputs[0], depthViewer.inputs[0]) # Use alpha from input. links.new(rl.outputs[1], depthViewer.inputs[1]) The output can then be saved to a file with the following line bpy.data.images['Viewer Node'].save_render(scene.render.filepath + "_depth.png") You MUST start blender with the GUI for this to work. Else, the viewer will just output a black image.