The perfect solution for visualising and rendering depth passes in Maya
Problem:
Maya's luminance depth shader has never been too user-friendly
You couldn't preview it in realtime
You often had to measure the scene and do several test -renders to get the clipping values correct for good range or falloff
Results would look different depending on the render engine- e.g. maya software vs mental ray
If you changed the camera's focal length the depth shader would change too
Solution:
A very simple spherical projection node using a plain white 3d texture
Simply select the spherical 3d texture, parent it to your camera, adjust the scale to set its range, and away you go
If your camera move is varied you can key the scale to ensure you always have the range you want
You can control the falloff through the attribute on the 3d texture
Check out the scene and it should answer all your questions
We use this with Frischluft's depth of field plugins in comp for great results
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
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