Oom Fooyat - 15 July 2012 02:23 PM
Thank you for your answer and interest Richard it is much appreciated!
I see it like this: The answer to this question should have been in the documentation, it is not there.
As the information is not where it should be, I ask for it and I fully expect one of the four or five (my guess) people in the universe who actually knows the answer to share the information. 
Cheers! Oom
Oom, I am not one of those four or five “in the know”. Those are very rare birds. I was thinking though, that this approach maybe very good to get those answers. So in the mean time I did some digging and this is what I found:
If you look at page 139 (page 150 in the pdf) of the RISpec3.2 Manual you find the following:
float depth( point P )
Return the depth of the point P in camera coordinates. The depth is normalized to
lie between 0 (at the near clipping plane) and 1 (at the far clipping plane).
Here is a pretty good explaination of what near clipping planes are:
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
and here for what far clipping planes are:
http://www.facepunch.com/threads/1075270-What-s-the-point-of-the-near-clipping-plane-in-3d-games
So I guess the question now is where are the near and far clipping planes set in DAZ?
Lonnie