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David
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this is driving me crazy. I want the trails in this scene to glow:

nodes problem

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

alpha with nodes

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:

enter image description here

this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:

enter image description here

this is driving me crazy. I want the trails in this scene to glow:

nodes problem

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

alpha with nodes

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:

enter image description here

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this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:

enter image description here

this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:

enter image description here

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this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Thanks!

this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

enter image description here

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

Source Link
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