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Found 2 results

  1. The problem with VR and fisheye rendering is that it needs "z depth" to be equal in every direction not just along the z axis of the camera, (Pz) Could anyone point to with a shader that could be used as an "omni " depth plane (aov) in Mantra. Thanks.
  2. Hi everyone, I am looking for a way to create a custom ZDepth pass where I can define my closest and farthest values, possibly try to keep them between 0 and 1. The reason the Z pass is not working out of the box for me is because I believe the scene scale is too small where my values are going to insane values or "inf". I created a shader with vector Shading Point in World-Space and it seems like it could be right approach but I haven't exactly figured out a way to get exactly what I need. Any thoughts on how to achieve this custom pass/shader? Thank you!