This may be of help if Deep Exr's are an option:
http://jokermartini.com/deep-compositing-101/
http://jokermartini.com/deep-compositing-102/
(shown using Vray for 3dsM but should apply to anything)
They Mention that deep can be slow, and it really can be much
slower, but the benefits can still make it worth it.
Quote:
There are many benefits to compositing with
Deep Image EXR’s such
as no edging errors, 3D depth data and having more information
to manipulate the digital images. The main drawback is that the
image files can become very large and slow to composite. Below
is an image showcasing the errors produced when compositing
‘Non-Deep Image EXR’
compared to ‘Deep Image EXR’. If you view the image below full
screen, you’ll see the edges which overlap the middle teapot
have a slight glow around their edges. Comparing that to the
image on the right, you’ll see there is no glowing edges, making
for a correct result after color correction. I drastically
changed the color of the middle teapot to blue. You can see
below the left image is full of errors while the right image
contains no errors.
On 08/31/15 22:13, Jason S wrote:
Are
you exclusively using pure Red Green Blue (and Alpha) as your tile
colors?
(or are you using deep images?)
Because otherwise you cant use object ID colors to isolate
elements of variable opacity midpoints (inherent to volumes) to
get something like this (below) once isolated.
For the same reason (non-deep) arbitrarily colored objectID images
are typically rendered at 2X+ size, to extract grayscale tiles
(white (1) OR black (0) )
and then resize down to have antialising midpoints around edges of
isolated elements.
Or perhaps not as convenient as for all other elements with ID's,
but how about just setting-up a pass for your volumes with all
objects black (with black alpha)?
On 08/30/15 6:18, Perry Harovas
wrote:
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