inverse mist pass
I'd like to have object close to the camera be white, and those ni the distance black.
It's not as easy as inverting in comp because that would also invert the environment. Even if you tried to use a custom environment AOV to limit the invert to the geometry, it still wouldn't work because you'd end up with artefacts where the anti-aliasing of the objects are inverted.
I suggest an invert checkbox in the mist pass settings, which only inverts the geometry, not the environment.
3 Comments
Are you referring to the mist pass or the z depth? Note that the mist is anti-aliased and the z depth isn't
Can't you just invert it on exporting through the compositor by using an invert node or color ramp with the b/w values swapped? Aliasing is a problem with every 3d software, you can apply anti-aliasing in comp though which helps a bit. Try rendering at a higher resolution would reduce aliasing. If you turn the pixel filter to box under render properties can help reduce aliasing when using z depth as it doesn't anti-alias the render as much.
Why not use the cryptomatte? You can target specific objects, materials, or groups of objects with the same parent
cryptomatte doesn't allow to select all scene objects at once, and still has the antialisaing issue.