Okay so by default rendering a depth pass out of maya mental ray does not support alpha channels, like when you have a video game tree and just renders the depth as quads, kind of useless. Am I missing something here?
I ended up just making a new Render Layer for z-depth (using a shading override on the render layer) and rendering it out separately, it doesn't take very long per frame for the z-depth pass so it doesn't add too much time on.
Sorry if that's not an actual solution, but it works well enough for me.
I'm just using the default preset for adjusted camera depth shading override, but like I said I'm rendering it out as a completely new set of images as RGB, not rendering it to the alpha channel at all.
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I ended up just making a new Render Layer for z-depth (using a shading override on the render layer) and rendering it out separately, it doesn't take very long per frame for the z-depth pass so it doesn't add too much time on.
Sorry if that's not an actual solution, but it works well enough for me.