Hi Lynx ,

The depth in the z-buffer represents the distance of the pixels to the
camera. If you need to 'invert' it, you need to know the maximum depth you
have in the scene and do:

newdepth = maxdepth - depth (easy to do with a few Convertor->Math nodes)

Technically speaking, the MaxDepth is the camera Clip End distance.

By the way, this is more of a Blender question than a Python one. As such
it may be better fit in a forum such as BlenderArtists.org

Cheers,

Dalai
www.blendernetwork.org/member/dalai-felinto

2012/8/5 <[email protected]>

> On 02/08/12 23:18:56, [email protected] wrote:
> > Is  it  possible  to  create  a  depth  map  (as  this demonstrated e.g.
> here:
> > https://sites.google.com/site/paprmh/zbuf_float) with  an  inverted
>  z‐buffer?
> > I.e.  that  the resulting image of e.g. suzanne shows the z‐buffer of
> the back
> > of her head although the camera sees her from the front?
>
> Just found out how to do this for single objcets:
> Under  Material  disable!  Transparency  and  choose  "Invert  Z  Depth"
> under
> Options.
>
> But how can one achieve this for a whole scene in which objects  overlap
>  from
> the view of the camera?
>
> Thanks for any help or hints
> Lynx
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