I am using postprocessing DepthPass which does a RenderPass of the screen replacing all the materials with MeshDepthMaterial. You can see in the image it creates these bands that cant be right. the Camera view is a mostly topdown view so the view is mostly just the ground plane at a slight angle. I do the same technique with the MeshNormalMaterial and that works great. Assuming i have something setup wrong but can’t figure out what to try next.
The DepthPass is using RGBADepthPacking so i am ok with the colors.
So it appears that the Banding is normal and just how the depth is packed creates this effect when rending the color, maybe…
i am trying to convert it to grayscale to see something like: three.js docs
I think i have run into several issues along the way around my camera’s near and far plane. The current setting in the sandbox show my current state.
The USE_BUILTIN option tries to use the depth from the DepthTexture that postprocessing creates automatically. I can’t seem to read this value or get it to work.
USE_DEPTH_PASS uses the DepthPass with RGBADepthPacking and displays the packed color value.
USE_UNPACKED uses the DepthPass color value and converts it to depth with the unpackRGBAtoDepth function.
^^^^ I did something to get this to work, BUT the depth seems to be 1 or 0 not a relative scale from the near to far plane.