Render MoGe Geometry
Depth and normal previews, with the DirectX/OpenGL trap explained
- moge_geometry
- IMAGE
This is the visualization node for the MoGe family. MoGeRender takes a moge_geometry packet from MoGeInference or MoGePanoramaInference and turns it into a plain IMAGE you can look at, save, or feed elsewhere - a depth map, a colored depth map, a normal map, or the validity mask. If you're doing a pipeline where the geometry is incidental and you just want the depth as an image, this node is the whole output stage.
What you can render
- depth - normalized greyscale depth (close is bright, far is dark).
- depth_colored - the same depth through the Turbo colormap, which is the pretty "AI depth map" look you've seen in every showcase.
- normal_opengl / normal_directx - surface normals as an RGB map.
- mask - the MoGe validity mask, i.e. where the model decided there's defined geometry (sky and other undefined regions are excluded).
The one input that will bite you
The output combo has a single choice that matters and it's the normal map one: DirectX vs OpenGL controls the green-channel convention. DirectX (used by Unreal) encodes green as −Y pointing down; OpenGL (Blender, Substance, Unity, glTF) encodes green as +Y up. Feed a DirectX normal into a glTF pipeline and your surfaces will look lit from the wrong direction - bumpy in all the wrong places. If you're exporting to a game engine, check which convention it expects. This is the node's own description, and it's the kind of trap that costs you an hour.
One subtlety: normal rendering works straight from v2's predicted normals, but for the v1 checkpoint (no normal output) it derives normals from the point map on the fly, so it works either way - just slightly less precisely.
Wiring and gotchas
Output is a standard IMAGE, so it plugs into Save Image or into anything that consumes an image - including a depth ControlNet, which is where this family crosses over into generation. Note that MoGe's mask shows up here, but the equivalent sky/confidence visualization for the Depth Anything 3 family lives on DA3Render; the two families have separate render nodes. The depth here is normalized per batch element, so don't treat it as metric - MoGe's metric scale lives in the point map itself, not in this preview.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| moge_geometry | MOGE_GEOMETRY | — | |
| output | COMBO | depth | DirectX vs OpenGL controls the normal-map green-channel convention. DirectX: green = -Y down (Unreal). OpenGL: green = +Y up (Blender, Substance, Unity, glTF). |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| IMAGE | IMAGE | — |