Basic Features Render Menu Edit Render Settings Effects Position Pass
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Position Pass

Basic Properties

Space

In the image above you can see the information a Position Pass receives from a 3D composition. At the top left is the normal RGB image as well as different spatial modes.

Select the coordinate system that should be used to code the coordinates

World

The calculation will be made from the world origin outward. This is the most commonly used mode (often also referred to as, World Position Pass’ or, WPP’).

Camera

The calculation will be made from the camera’s coordinate system outward.

Object

The calculation will be made separately for each objec from its respective origin.

Channel Order

Use this option to define which axis is assigned to which color channel. The most commonly used are RGB and BGR. Generally speaking, this sequence depends on the compositing application you decide to use.

Scale [0..+∞]

Use this setting to define the scaling for the coding.

Invert Z

Depending on the compositing application used, the Z axis will be calculated differently. Many applications have the Z axis as facing to the front (in Cinema 4D the Z axis faces to the rear), which means you would have to enable this option.