Render depth buffer?
![shoei321](https://secure.gravatar.com/avatar/31b993fbdbdfe93da16bdd489b6a6777?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F31b993fbdbdfe93da16bdd489b6a6777_100.png)
I am trying to render a depth map (z-buffer) of a scene and am not having any luck. I've followed instructions I found posted in this thread :
1. Select the camera you want to use (or create a new one if you don't want to lose your current settings)
2. Open the Shader Builder
3. Expand the Volume tree and find RI_DepthCue
4. Apply that to your selected camera
5. Render
But all I get out of it is a regular render, no visible differences after applying the RI_DepthCue (or Fog) shader to the camera. Are there any additional steps I'm missing here? Do I need to be using a specific renderer to make this work? I've tried all of the available renderers - OpenGL, Iray, 3Delight, no luck.
Thanks
Post edited by shoei321 on
Comments
The R of RI is renderman, so that's 3Delight (which is DS's Renderman Compliant engine). Are you compiling the shader when it says "Apply to selected camera"?
I didn't realize these shaders are only for 3Delight. Is there any way to read the depth buffer in an OpenGL render?
To give a bit of context, I'm trying to do this via the SDK using DzPBufferView. I'm able to get the resulting image data of a basic OpenGL render, but I don't see where I'd get a handle on an OpenGL context to read the depth buffer after the render. Am I barking up the wrong tree?
Thanks