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Eevee does not save Z-Depth with OPEN EXR
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: rBf1aa4d18d49d
Worked: (optional)

Short description of error
Open EXR (no multilayer) allows for saving Z-Depth. It works with Cycles, but not with Eevee.

Exact steps for others to reproduce the error
Render de default cube in Eevee and save as Open EXR with Z-Depth. Import the saved file in Composit and check the Depth pass. It is always 100% white (1, 1, 1)

Event Timeline

Adriano Oliveira (adriano) renamed this task from Eevee does not save Z-OPEN EXR to Eevee does not save Z-Depth with OPEN EXR.Dec 15 2019, 1:38 PM
Adriano Oliveira (adriano) updated the task description. (Show Details)
Adriano Oliveira (adriano) updated the task description. (Show Details)
Robert Guetzkow (rjg) changed the task status from Unknown Status to Unknown Status.EditedDec 15 2019, 6:36 PM
Robert Guetzkow (rjg) claimed this task.

The behavior and output between Cycles and Eevee is consistent. In order to store the Z-pass you will have to connect the Depth socket from the Render Layer to the Z socket of the Composite node. When saving the file as OpenEXR the Z Buffer option has to be checked.

I've tested this and it stores the depth properly in the OpenEXR file when rendering with Eevee.

I'm closing this report because the issue seems to be caused by a misconfiguration. If that is not the case, please re-open the report and attach a .blend file that demonstrates the issue. Keep in mind that the depth values in the Z pass are the actual distances and not normalized to the [0, 1] range. In order to display them in the compositor you could add a Normalize node in front of the Viewer node.