If the depths are floating point values, they can simply be in "real world"
units, and do not need to be normalized.

However, 16-bit floats are not really sufficient for "real-world" depth
data, with units in feet, meters, or centimeters. When used as an input to
something like a depth-based fogging node in Nuke or Shake, you'll see
noticeable banding for a scene of the scale of a building or larger.

If you can make it so that the 'z' plane is 32-bit float, with the rest
being whatever precision you need for R,G,B,A - it will improve the
"depth-based fog in comp" kind of usage considerably.

If you do want to normalize the depths, you could put the near & far values
into the header's metadata.


On Wed, Mar 14, 2012 at 1:40 PM, Paul Miller <p...@fxtech.com> wrote:

> On 3/14/2012 1:51 PM, Christian Bloch wrote:
>
>> 'Z' layer seems to be the de-facto standard, analog to the single channel
>> 'A' for Alpha, but as full-float buffer. That's what I scripted into the
>> output pipeline here at EdenFX, and it drops right into the correct slot in
>> Fusion.
>>
>
> Thanks. Already have it hooked up in my I/O module. I don't suppose there
> is any standard to the depth range? Or is it common to have a scale/bias
> somewhere in each application?
>
>
>
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-- 
I think this situation absolutely requires that a really futile and stupid
gesture be done on somebody's part. And we're just the guys to do it.
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