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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

  1. Wire a foreign depth pass (Unreal SceneDepth, Nuke 1/Z, Blender, Maya) and pick its preset.
  2. The output is Forged depth: Z along the view axis in world units, the sky at infinity.
  3. Feed it to FathomMerge or Bokeh; a declared convention that contradicts the reader is refused with the reason. See fathom.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
presetChoicecustomA 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
sourceChoicezWhat 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
layerTextdepthThe layer that holds the source depth: depth by default; an Unreal EXR's FinalImageSceneDepth, for example.
componentInt0Which component of layer is the depth (0 = the first / R).
unit_scaleFloat1.0Source units to world units: 0.01 turns centimetres into metres.
nearFloat0.1The near plane, for normalised maps and depth buffers.
farFloat1000.0The far plane, for normalised maps and depth buffers.
invertBoolfalseA normalised map with white = near (how relative AI depth maps usually look).
baseline_focalFloat1.0For disparity: stereo baseline (world units) x focal length (pixels).
sky_beyondFloat0.0Depth (world units, after conversion) at or beyond which a pixel is the sky. 0 = off.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).