- Fri Jun 27, 2008 5:13 pm
#274181
Here's a compositing problem I thought being solved a long time ago:
When using renderers like mental ray there's a way to render a straight RGB image meaning the Alpha channel won't be premultiplied with it. Using stuff like the UseBackground shader in Maya (I think it's called Matte/Shadow in 3DS Max) with this feature you won't run into problems during later composition of any layers. Since Maxwell has support for Matte Shadow and several Render channels I was wondering whether this would work, too. But it doesn't. Premultiplication always takes place. When rendering a separate Alpha channel this just bad and when there's a lot of DoF the composed results are horrible.
Any switch I missed? Help with that is greatly appreciated. Thanks.
When using renderers like mental ray there's a way to render a straight RGB image meaning the Alpha channel won't be premultiplied with it. Using stuff like the UseBackground shader in Maya (I think it's called Matte/Shadow in 3DS Max) with this feature you won't run into problems during later composition of any layers. Since Maxwell has support for Matte Shadow and several Render channels I was wondering whether this would work, too. But it doesn't. Premultiplication always takes place. When rendering a separate Alpha channel this just bad and when there's a lot of DoF the composed results are horrible.
Any switch I missed? Help with that is greatly appreciated. Thanks.

- By Mark Bell
- By Edward Leibnitz