I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
export float @depth = 0.0; float z = -Pz; float w = -z; float near = 0.1 // near plane float far = 1000.0 // far plane z *= -far/(far-near); z += -far*near/(far-near); z /= w; @depth = z;
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.