[Sidefx-houdini-list] unpremultiplied rendering?

Rangi Sutton rangi.sutton at gmail.com
Mon Jul 19 20:10:45 EDT 2010

This won't affect your transprancy levels that are created by anti-aliasing,
DOF blur or motion blur. It will also screw up the render level
compositing.. where transparent objects have other objects behind them!

Of note... using unpremult is pretty nasty with ints But we're all rendering
floats these days, roight!?


On 20 July 2010 01:38, Andrew D Lyons <tstexture at gmail.com> wrote:

> If you have access to your shader code you could divide your color output
> by
> your alpha prior to output. That should do it.
> On 18 July 2010 22:53, katrin schmid <Katisss at gmx.de> wrote:
> > hi,
> > i have been asked to unpremultiply passes post render.
> > Which sort of lets me wonder if we i couldnt render this way in first
> > place.
> > Anybody know how to do this?
> > Best Regards,
> > katrin.

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