I have tried to use the render pass set up for the depth render layer in a composite in maya 2011, and I find myself in hypershade with a samplerInfoNode, a multiplyDivideNode and a setRange1Node applied to a surfaceShader. Urgh, I really just want to do it the old fasioned way, anyone remember how? isn“tit just to apply a ramp shader with grey to white values to your object, make sure the grey tones are set right to where you want your depth less or more accentuated?
I could really need the help today, if anyone has the time:-)))
Depth render layer the "old fasioned" way
cleo7
#1
cleo7
#2
I have to correct my question, I was not using render passes, I was using the luminance depth preset for the attribute.
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