| Flatten Depth | Render Tree Usage
Category: Output
Shader Type: Output
Output: Color (RGB) value
This shader is used to flatten a depth pass by normalizing the depth values for each object, based on its minimum, maximum or average depth. After the initial depth pass is performed, the shader uses tag information to compute each object’s minimum, maximum, and average depth and then applies the selected depth value to the entire object resulting in a flat, constant depth. The shader then bakes the new depths into the frame buffer just before the .zpic is written to disk.
|
Name |
The shader’s name. Enter any name you like, or leave the default. |
|
Depth Mode |
Flattens each objects depth according to one of the following criteria: do not flatten: does not flatten the depth. Average: flattens each object’s depth using its average depth value. Maximum: flattens each object’s depth using its maximum depth value. Minimum: flattens each object’s depth using its minimum depth value. |
|
Camera Space Depth |
Converts the depth data from raster space to camera space. |
This output shader isn’t used directly in the render tree; rather, it is applied using a pass’s shader stack. For more information, see Applying Shaders to Passes [Rendering].
Autodesk Softimage v.7.5