Rendering z-buffer (depth mask) - how?

I want to create alpha stamp for Sculpt. I have a mesh and I need to render z-buffer (depth mask) texture. How do I do that? Thanks.

Use a normalise node on your z depth to get a depth range from pure white to pure black or a Map Value node if you want more specific control

Attachments

depth.blend (90.1 KB)


Thanks! Is there a way to “tune” depth? Or do I simply move object away from camera?

depth is depth, but if you mean tweaking the values you can use a math node or even a curves node would work I guess… :slight_smile:

Any idea why depth.blend displays alpha rather than Z? I can view the Z in UV/image editor, but not in node editor.