Nodes · Fathom
DepthConform
Fathomv1core
Overview
Say what a depth pass IS, once, and turn it into Forged depth (Z along the view axis, world units, the sky at infinity). Everything downstream then reads one convention; a Fathom node that meets anything else refuses with the reason instead of making halos. Presets for Unreal SceneDepth, Nuke 1/Z, Blender and Maya.
How to
How-to
- Wire a foreign depth pass (Unreal SceneDepth, Nuke 1/Z, Blender, Maya) and pick its preset.
- The output is Forged depth: Z along the view axis in world units, the sky at infinity.
- Feed it to FathomMerge or Bokeh; a declared convention that contradicts the reader is refused with the reason. See fathom.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| preset | Choice | custom | A known source: Unreal SceneDepth (linear Z in centimetres, huge values for the sky), Nuke 1/Z (ScanlineRender), Blender Z (metres, 1e10 for the sky), Maya (-Z, centimetres). custom uses the knobs below. customUnreal SceneDepthNuke 1/ZBlender ZMaya |
| source | Choice | z | What the map holds: z (linear depth), 1/z, normalised (0..1 between near and far), disparity (baseline x focal / Z), depth buffer (a GL 0..1 buffer), -z. z1/znormaliseddisparitydepth buffer-z |
| layer | Text | depth | The layer that holds the source depth: depth by default; an Unreal EXR's FinalImageSceneDepth, for example. |
| component | Int | 0 | Which component of layer is the depth (0 = the first / R). |
| unit_scale | Float | 1.0 | Source units to world units: 0.01 turns centimetres into metres. |
| near | Float | 0.1 | The near plane, for normalised maps and depth buffers. |
| far | Float | 1000.0 | The far plane, for normalised maps and depth buffers. |
| invert | Bool | false | A normalised map with white = near (how relative AI depth maps usually look). |
| baseline_focal | Float | 1.0 | For disparity: stereo baseline (world units) x focal length (pixels). |
| sky_beyond | Float | 0.0 | Depth (world units, after conversion) at or beyond which a pixel is the sky. 0 = off. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |