Reimplement Reading Depth Info From EXR Files
The 4.0 update removed the "Depth" output from the compositor's image node when using EXR files. It would be nice to have this feature reimplemented so we can make use of the depth info from EXR files.
The 4.0 update removed the "Depth" output from the compositor's image node when using EXR files. It would be nice to have this feature reimplemented so we can make use of the depth info from EXR files.
3 Comments
No feature were removed, the image node will always show the passes contained in the exr image:
The Z pass (depth) was set to disabled by default since version 3.0 (december 2021). Which makes sense in a few ways IMHO: a lot of people don't use passes at all. And those who do use passes need to deliberately chose which ones they want to use, and since their needs vary widely: there isn't a particular reason to have any of the passes enabled by default instead of another one, so we might as well save the performance and memory for everyone out of the box.
Hmmm, the issue I'm having is that the EXR files I'm using DO contain a Z-pass within them, and can be read by the depth output within the Pre-4.0 image node, but for some reason don't appear as a separate pass/layer in post 4.0 versions of blender (as can be seen in the original image). These EXR images are generated by a separate program (Minecraft Replay mod), so I'm confused as to why the pass can be recognized by older blender versions but not newer ones.
See release notes of Blender 4.0 developer.blender.org/docs/release_notes/4.0/vfx/ The depth socket was removed as it is a legacy feature. EXR files that are stored as multilayer can contain depth information.
Do you have the option to export as a multilayered EXR file? Or perhaps check with the mod writer to support multilayered EXR files.