Multipass 3D scene (SSAO + depth)
multipass_3d_depthBuild a 3D scene with SSAO and a depth map output. Expose the depth buffer for synthetic depth effects without a depth camera.
Instructions
Build a renderable 3D scene with depth cues that read on stage: a Geometry COMP holding the chosen primitive (sphere/box/torus/grid), a Camera, a Light, and a Render TOP beauty pass, output as a Null — like create_3d_scene but with an optional Screen-Space Ambient Occlusion (SSAO) pass for contact shadows, and an optional Depth TOP output. The SSAO TOP is wired directly after the Render TOP (it needs the depth buffer — no TOP between them) and combined with the color. When expose_depth is on, a Depth TOP resolves the same render into a depth map exposed as a second Null ('depth_out'); feed that path into create_depth_displacement or create_depth_silhouette with source='existing_top' for a synthetic depth-driven effect — no depth camera needed. Optionally GPU-instanced into a grid, with spin over time. Exposes Spin, Zoom, and (with SSAO) an Ssao toggle. Returns a summary plus a JSON block with the container path, created node paths, the render/output/depth paths, exposed controls, node errors, warnings, and an inline preview image.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Name of the self-contained container created under parent_path. | multipass_3d |
| parent_path | No | Parent COMP path the multipass 3D container is created inside (default '/project1'). | /project1 |
| geometry | No | Primitive to render. | torus |
| instances | No | GPU-instanced copies scattered over a grid (1 = single). | |
| ssao | No | Add a Screen-Space Ambient Occlusion pass for contact shadows/depth. | |
| expose_depth | No | Expose a Depth TOP output (feeds create_depth_displacement/silhouette synthetically). | |
| spin | No | Degrees/sec rotation. | |
| resolution | No | Render resolution [width, height] in pixels. |