Trying to recreate the Distance to nearest surface node as something that doesn’t take into account camera position.
Unfortunately the distance to nearest surface nodes only works within a certain camera radius and it’s very visible when it disappears in my case.
I think what I need is to sample the scene dept by biasing it to the height of the plane I’m interested in instead of the camera.
Maybe I’m just not thinking about this correctly because the plane is a plane and not a mesh with geometry.
Making different masks for absolute position height is pretty simple - Wold Position - Z, mask B.
I have been trying to approach the scene depth similarly, but no matter what it seems to just travel with the camera height/position. In fact, changing from scene depth to pixel depth has absolutely no change in render result.
Does anyone have any ideas on the best approach to this?
I’m 10 minutes away from saying screw this and making custom textures to use as masks…