Hi All,
I am trying to render a multiple passes out through render elements (normals, tangent, zdepth) and the results do not match the beauty passes density.
Are there any solutions to having the render elements match the beauty?
Thanks…
Brett
Hi All,
I am trying to render a multiple passes out through render elements (normals, tangent, zdepth) and the results do not match the beauty passes density.
Are there any solutions to having the render elements match the beauty?
Thanks…
Brett
That’s by design. If you use another renderer other than Krakatoa, you’ll notice the same thing happens. Alpha blending normals (or other render elements) doesn’t make sense, the values would be nonsense.
You’re best workaround is to generate the passes using KCM’s. Then you can set the output to be whatever you want.
As Chad mentioned, you almost certainly don’t want alpha blending of any kind when producing render elements that represent data quantities like normals or tangents. Any blending between values changes the meaning in ways that don’t make sense and definitely won’t do the right thing when manipulated in post.
If you really do insist on producing images where the data values are interpreted as the particle’s color you can do so via this tutorial which explains how someone could do a Z-depth render in that manner. You should substitute a simpler calculation that converts the normal or tangent data to a color. thinkboxsoftware.com/krak-zdepth-pass/