hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards

 

getting a very odd render result where the people are lighter than the
surrounding fog!

 

anyone seen this and found a solution?

 

ideally don't want a solution that changes the RGB as the client has signed
it off!

 

thanks

 

a

 

 

Adrian Wyer
Fluid Pictures
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