This is instructional video of rendering depth pass using Unreal Engine movie render queue. There's no need for any third-party plugin and the same technique can be applied in UE5 and UE4.
Thank you! Initially I was trying to use the post process World depth pass in the render settings but it gave horrible results. This works MUCH better!!
I spent the past 10 hours today pulling hair out over trying to export a simple traditional depth map since Render Queue's WorldDepth is spitting out yellow images and no one seems to have good answers for that. Then I came across this gem. Thank you so much.
There is SceneDepth in Buffer Visualization. Do you know how to make it brighter (manipulate the range of depth in scene? ) and swap black to rear and bright to front?
Is there any way to render this with depth of field enabled? Trying to find a workaround to the fact that z-depth mattes and cryptomattes in UE5 apparently don't support depth of field? Adding a blur in post just doesn't look as nice though. :(
Didn’t had opportunity to record second part but here’s the tip: Import depth pass into compositing software and use it as a mask. With levels by adjusting contrast you can move distance mask forward and backwards ;-)
You don’t need blueprints for that. Convert parameters Depth Start and Depth End to Material Parameter Collection and you will have control over it in sequencer.