Timeline for Compositing fog destroys PNG alpha in Images as Planes when using Cycles
Current License: CC BY-SA 3.0
19 events
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Mar 12, 2015 at 17:39 | history | edited | Jaroslav Jerryno Novotny | CC BY-SA 3.0 |
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Mar 12, 2015 at 17:23 | comment | added | Phantômaxx |
Errr... hmmm... OK, I gave up. Maybe I can add the myst like the steam, by using another Image as Plane . And renounce to the composited fog.
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Mar 12, 2015 at 17:20 | comment | added | Jaroslav Jerryno Novotny | @DerGolem If you adjust the Farpoint and Contrast of the Z-Depth group node you will get better range - I believe the objects are black because they are clipped black - it works similar as MapRange compositing node for zdepth pass. | |
Mar 12, 2015 at 17:02 | comment | added | Phantômaxx | No... Only the closest to the observer was rendered well (greyish). The other ones are blackish. And pixellated, too. I think I'll give up. | |
Mar 12, 2015 at 16:52 | comment | added | Phantômaxx | Sounds interesting... but now I need to follow a tutorial on overlaying layers in post production. Just wait about 10 minutes, I did a render but I forgot to assign the new material to ALL the steam columns. I did just 1 and it was PERFECT (but I don't know if the mist arrives to touch it) - doing it again. And crossing my fingers. | |
Mar 12, 2015 at 16:48 | comment | added | Jaroslav Jerryno Novotny | @DerGolem What about moving the smoke to separate render layer and then just alpha over it in post-pro? That should be the easiest option. | |
Mar 12, 2015 at 16:44 | comment | added | Phantômaxx |
Now I swapped Z-Depth and Transparent . And it renders well! Waiting for it to finish to see if compositing ruins it again.
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Mar 12, 2015 at 16:36 | comment | added | Phantômaxx | No. Now it's giving a bad looking material during rendering also. | |
Mar 12, 2015 at 16:34 | comment | added | Jaroslav Jerryno Novotny | @DerGolem The custom z-pass for the fog went well? Is the issue in the compositing nodes? I can't look into your .blend now but later will inspect it. | |
Mar 12, 2015 at 16:30 | comment | added | Phantômaxx | Well... unfortunately it's even worse (not that it was beautiful, before). Now I end up with an inverted Alpha (where it should be transparent is greyish and where it should be white is transparent). | |
Mar 12, 2015 at 16:29 | comment | added | Jaroslav Jerryno Novotny | @DerGolem Well you don't need any lights for this material - the front will be shadeless white (emission) and the back will be black(no material there). You can also input the shaders the other way round for inverted result. Then you just play with farpoint and contrast to adjust the mapping. | |
Mar 12, 2015 at 16:10 | comment | added | Phantômaxx |
OK, done, trying to render an Image-Plane with this new material... Emission instead of Diffuse ? How funny! But maybe it's due to Cycles youth?
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Mar 12, 2015 at 15:56 | history | edited | Jaroslav Jerryno Novotny | CC BY-SA 3.0 |
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Mar 12, 2015 at 15:48 | comment | added | Phantômaxx | Let me try to recreate this structure. | |
Mar 12, 2015 at 14:56 | history | edited | Jaroslav Jerryno Novotny | CC BY-SA 3.0 |
added 76 characters in body
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Mar 12, 2015 at 14:42 | comment | added | Bithur | The Z_Depth node is a group (user made), the second image shows what's inside. The Group inputs are the inputs you see for the Z_Depth node in the 1st image. | |
Mar 12, 2015 at 14:39 | history | edited | Jaroslav Jerryno Novotny | CC BY-SA 3.0 |
added 263 characters in body
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Mar 12, 2015 at 14:30 | comment | added | Phantômaxx |
Is Z_Depht a standard node in Blender? And Group Input ? I guess I never noticed them, before. As I said, it's only 4 months I started with Blender.
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Mar 12, 2015 at 14:26 | history | answered | Jaroslav Jerryno Novotny | CC BY-SA 3.0 |