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3

Based on the comments i build the setup myself, created the "P" face as it was called in place, took it down flat according to comments again and then started working it back in place. Here a visual step by step: It's based on the following: Begin by creating a support triangle. For that use K knife tool and hold Ctrl to snap on the middle of the base ...


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This is a "Math" node; It takes on the name of the operation you are applying to the inputs; My most frequent use of it is to multiply input to increase or decrease the strength of Mix Shader nodes.


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Instead of using Render Layers' Image output, use the output of Denoise Image in the add node. Remember, the denoised output substitutes for the standard render layer output.


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If you use the 'Mist' feature: then enable it in the camera settings: then adjust the start and end point that it gives you to the start and end of the model, in the world settings: And finally, in the compositing editor, connect the mist pass to the render pass, to give you a high definition 'depth' pass: Hope this helped!


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As far as I know you can't modify the default setting easily but you can use a simple node group to force the behaviour wherever you want to use your image texture node : Related : https://blender.stackexchange.com/a/168033/86891


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Ok so I figured out what was wrong, the compositing in post processing was disabled so I just had to tick the box to enable it.


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Here's a node-based solution: Normal usage. As you can see the blue sky tints all surfaces Using the Light Path node. The sky is still blue but it becomes invisible to all except the camera


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The texture and shader options are only available in the shader node editor, whereas you are in the compositing editor:


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Just search 'math' or Shift + A Go into Converter Select Math node


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This tree reproduces the function you describe: It could be made smaller, but I hope this is more self-explanatory. Note that this is Non-Color data, set in the input image.


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Please refer to piegames answer. PNG is perfectly fine for a "transport" data format. You can even use PNG and push a full 32bit raw into each pixel, then in your shader or depth system unpack the RGB/A into the original depth value. Im not sure why @user1853 is pushing EXR, this is not used very heavily for depth maps in my experience. EXR is not a great ...


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