I have system that consumes depth and RGB output of Cycles renderer.
I can observe noise in depth maps when I use transparent BSDF
with Mix shader
and RGBA texture. Let's look at sample simple shader:
That shader is giving material that is transparent with level of transparency given by alpha channel of texture. I am not happy with depth image, especially on edges (white dots):
Two factor has to be present to "depth" noise appears:
- There must be some other object behind the part that is transparent.
- The noise seems to be absent when alpha channel has only value 255 or 0.
A this moment I found some solutions:
- using mist pass
- using material override
First solution seems to give depth values in some bizzare scale (I need it linear in meters, like Z-pass) and the noise is still present. Second solution is not acceptable, because removes desired feature.