is there a way to anti alias edges of krakatoa renders? this is very visible when using matte objects and usually does not look right when PIXEL OBSERVING the renders,
is the only other way to generate a zdepth pass and render with antoher renderer, and use that as a zdepth matte holdout? or is it possible now to get smoother edges for geometry
Also try increasing the SuperSampling - it renders the Z-Depth at a higher res and can thus use multiple pixels per particle to determine if it is partially, fully or not occluded at all. A value of 3 might help.
i tried that, a value of 3, but it was changing the look of the render, the particles are so close to the surface, at a value of 3 part of the head was holding out the particles that i was seeing and wanted to see at a normal value of 1
maybe the new krakatoa 2 bilinear values can help soften up the edges
When you increase the SuperSampling, a more accurate geometry render will be done to determine which particles need to be drawn to the “OccludedLayer” render element. You should definitely see more of a pronounced holdout border in your beauty pass because more particles are drawn to the background layer (ie. the “OccludedLayer” render element). When you go to composite you images you want the Krakatoa beauty pass on top of the geometry on top of the Krakatoa “OccludedLayer” element. This way your particles are correctly drawn in front of and behind the geometry.
Anti-aliasing of matte objects is actually the exact same process as how you would deal with partially transparent geometry, hence the front and back images.
Back Layer, Geometry Layer with Simple Alpha compositor. The Simple Alpha compositor to comp the Foreground layer on top of the result of the previous blend. That’s all. Since the Geometry layer has the Alpha channel describing how to mix with the background, you should get the background particles showing through the semi-transparent anti-aliasing pixels, as well as semi-transparent areas of the geometry material. Then the foreground comes on top and overwrites whatever it has to.