You could use a FillMat on either the card or the particles to make it a holdout of the rest of the scene. Or you could even have two ScanlineRenders, one with the card held out, and one with the particles held out, to have full control over both before merging them together.
Or, in the same line Frank suggested, you could use additional channels to create an "id pass" for each part of your scene and use that as a matte to your color corrections. Attached is an example of both setups. Hope it helps. On Fri, Aug 17, 2012 at 3:55 PM, Marten Blumen <mar...@gmail.com> wrote: > I'm not sure how you can have a bad depth channel. can you post an image? > > On 18 August 2012 10:33, poiboy <nuke-users-re...@thefoundry.co.uk> wrote: > >> ** >> Marten, >> >> I actually thought of that, but the depth channel for the partciles are >> pretty fubar as well as the card for the projected image. >> >> _______________________________________________ >> Nuke-users mailing list >> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
particles_and_card.nk
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