This is one of those things that if you don't know what it is, you probably dont' need it.
But for those who have wanted to use EXR renders' ability to create depth maps without you needing to set the scene up with Fog or some other extra step AND who want to be able to get a depth map that that isn't in that EXR floating point format, perhaps to use in an app that isn't EXR aware... here's a way:
First, EXR depthmaps tend to look all-white blank because they record a distance from the camera to the object in each pixel rather than the visual appearance of "fog" or a gradient shader you've put on a scene. That distance is almost always greater than 1.0 (cm I presume) which ceilings out at white when displayed. If your display could do greater than 1.0 you'd be looking at something like the brightness of the sun.
In this PRJ I've imported an EXR render I made previously with Depthmap buffer ON. The ground and character appear all white in the Depth channel. I also imported an EXR render of a flat very dark Gray rotoscope.
RMB>New Composite on the Images folder. Double click on the Composite to display it
Drag the depth channel of the character render into the new composite. The depth channel will appear under the "Post Effects" folder of the composite.
RMB on that channel>Insert Post Effect>Hash Inc>Multiply
Under Multiply there will appear the Depth channel and a "Place Holder" (Multiiply needs two images. It multiplies the RGB values in one image with the RGB values in the second. Internally A:M regards white as 1.0 rather than 256. Dark gray would be a value like 0.1)
Drag the "Color Alpha" channel of the dark gray EXR onto that place holder. Set Multiply's percentage to a low value such as 1 so that some detail is visible in the render. This has scaled most of the image down so that it is no longer brighter than white.
RMB on Multiply>Insert Post Effect>Hash Inc>Exposure
Click and drag on the "Contrast" value to expand/narrow the gray zone between pure white and pure black.
Click and drag on "Brightness" to move the zone forward/back.
Click to view attachment
You can convert your result to a targa or other format by doing an RMB>Save as Animation on the Composite.
When you load this PRJ, all the values will be set to their defaults. There is currently a bug in A:M Composite that prevents set values from being saved. Write 'em down or screen capture them for later reference!
Click to view attachment
Depth maps have uses in compositing. Suppose you had bluescreen footage of a live bird you wanted to insert in a cage you made in A:M. You could composite that bird onto a render of the cage, then on top of that composite another render of the cage that used a depth map as an alpha channel to hide the back half of the cage. This would save you from having to model and render the cage as front and back halves.
Depth maps are also used in in fake DepthOfField Effects (app with DOF blur filter needed). A "rack focus" is created by animating the size and distance of the gray zone.
You perhaps could create simple "middle in focus" effects in A:M by compositing three layers of your scene. One using the Depthmap to hide all but the near ground objects and with blur applied. Behind that you'd put a version that uses depth ot hide all but the middle ground with no blur and behind that a version that uses depth to hide all but the background with blur applied.
Doing DOF in post like that gives you flexibility and dramatically shorter render times.
