There are several ways to render a depth pass with Air. Here are two that work with an existing set of rib files (so you do not need to set up a separate render pass in Massive or export an additional set of files).
Method 1: Save the standard depth buffer z as the output image. First, create a small text file with the following commands:
The zrange option sets the minimum and maximum depth values which correspond to 0 and 1 respectively in the exported z value. If you wish to save raw depth values, omit the line that sets the zrange option.
Then render from a command shell including the extra file prior to main scene name:
air zdepth.rib scene0001.rib
For a sequence use:
air -frames 1 100 zdepth.rib scene#4f.rib
Method 2: Render a depth gradient using Air’s depthpass surface shader. As in method 1, first create a small text file with a few RIB commands: