ok, so ive seen alot of people making alot of suggestions on how to approach fake Zdepth, and of all the solution, i didnt find a similar answer, or a simple one, so here i am to offer one now
quick edit: just so you guys know, this IS NOT A FAKE, its what Zdepth normally renders, the only difference is that it removes the distance calculation maya does, and gives you that manual control. (also notice that regardless of having lights in the scene or not, it ignores them )
1: create a surface shader (name it something obvious zDepthShader, so the TD can stay happy with you
)
2: in the color channel your going to create (as projection) a ramp.. black to white as you need
3: in your hypershade now, choose the surface shader, hit the map input connections button ( looks like a square with an arrow on the left side of it)
4: your work area should now have the surface shader and 4 other nodes, select the projection node and go into attribute editor (projection type should be planar by default, else choose it )
5: now choose the "placed3dTexture$ node" notice to grab the 3D texture node, and not the 2D one ($ is whatever number maya assigns it) from here you PARENT this node to your render cam.
6: zero out the translation and rotations, then choose rotateX , rotate 90 degrees ( has to be X, because Y may look similar, but the direction of the Z will be off )
7: with the 3D texture node still highlighted, take the move tool, make sure you have it set to local or object type movement, from here you scale it bigger, and move it around so that it can covers your entire scene
8: now render and enjoy your Zdepth, same as the regular maya render, easy to control, and renders in all renderers ( unless you video card is not able to support it... at wich time you choose any other option to render )
pictures to be added soon on what it looks like to setup each step