I've made a sword in this medieval blacksmith scene an ID mask so that I can give it a glare effect without affecting the rest of the scene, but because I used Volume Scattering for the world volume, the mask shows up like this:
Without volume scatter the mask looks fine, and I've tried rendering the mask without volume scatter enabled but it looks too far removed from how it looks WITH volume scatter not to stand out when I add it back into the scene.
This only happens when I include an ID mask node in compisiting. Is there a way to fix this or a workaround?
This is how I have the compositor nodes set up so far in case it helps: