[Sidefx-houdini-list] unpremultiplied rendering?
larry at gcreativestudios.com
Mon Jul 19 11:27:12 EDT 2010
We just delivered a bunch of unpremultiplied elements for a project
and running it through the premult COP, as Martin suggested, worked
As for the goal. The main reason we get requests for un-premultiplied
passes is usually when it's a keyable element ( intended to go over
footage or a live feed, etc),
and the rendered element has transparency of soft/ramped edges ...or
motion blur etc.
If you try to use a premultiplied pass you tend to get black edges or
halos. But if you use a straight pass you'll usually get the clean
look you expect.
On Jul 19, 2010, at 11:07 AM, katrin schmid wrote:
> there are renderers that make it an option
> mental ray for example.
> No political intentions, just a user request
> and i didnt really follow up what the goal is.
> -------- Original-Nachricht --------
>> Datum: Mon, 19 Jul 2010 10:58:47 -0400
>> Von: John Coldrick <jc at axyzfx.com>
>> An: sidefx-houdini-list at sidefx.com
>> Betreff: Re: [Sidefx-houdini-list] unpremultiplied rendering?
>> On Monday 19 July 2010 01:53:46 am katrin schmid wrote:
>>> i have been asked to unpremultiply passes post render.
>>> Which sort of lets me wonder if we i couldnt render this way in
>>> place. Anybody know how to do this?
>>> Best Regards,
>> Yeah, AFAIK there's no way to render this out directly. You
>> might want
>> mention that every 3D software package in the world renders layers
>> and many compositing packages like Nuke even have a handy button
>> on the
>> node to deal with this invisibly...
>> Never mind, that will just cause trouble. I hate political stuff
>> instigated by people that don't understand the tech...
>> John Coldrick
>> jc at axyzfx.com
>> Health consists of having the same diseases as one's neighbors.
>> - Quentin Crisp
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