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Nodes · Fathom

FathomMerge

Fathomv1core

Overview

Composite elements by depth, per pixel: every input carries depth (a Fathom plate, a Render3D, a placed element, Unreal CG through a DepthConform) and each pixel is sorted near to far - DeepMerge without a deep workflow. Alpha carries the antialiasing and depth the surface, so there are no halos. Outputs the result, the nearest depth, and each input's visibility (fathom_vis_<input>).

How to

How-to

  1. Wire every element that carries depth: an analysed Fathom plate, a Render3D, a FathomPlace, Unreal CG through a DepthConform.
  2. Each pixel is sorted near to far by depth, with no halos: alpha carries the antialiasing, depth the surface.
  3. Read fathom_vis_<input> for how much of each input survives, to grade or mask one element. See fathom.

Inputs

InputWhat it takes
platethe original plate, for measurement
e1—
e2—
e3—
e4—
e5—
e6—
e7—

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
soft_zFloat0.0Surfaces closer than this blend by how far apart they are instead of switching hard - feet in grass, fog meeting the ground, a CG object resting on a plate floor. 0 = a hard depth merge.
soft_z_modeChoiceworld unitsWhether soft_z is in world units, or a percentage of the depth (so it widens with distance). world unitspercent
refine_edgesBoolfalseWhere the plate is in front of an element, refine that holdout against the plate's own colour (a guided filter), so hair and motion blur occlude like the plate does instead of with a hard depth edge.
refine_radiusFloat8.0How wide (pixels) the edge refinement looks.
bake_dirTextThe folder ⬇ Write deep writes into - pick it with the folder button. Empty = a fathom folder beside the project.
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).