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 > _______________________________________________ > Bf-python mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-python >
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