Solid Motion Blurred Matte Pass for Transparent Object
1681 2 1- syntheticperson
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I have an object that uses a transparent material, which also gives a non-solid value in the alpha channel.
Is there a way to output a solid matte, which motion blurs correctly?
My current method is overkill. I duplicate the principled material HDA, and then add a custom float parameter called MyMatte, and render this as an extra image plane. It works, but I was hoping there would be a simpler way at the Material Network Level.
I tried using the collect node, but the surface output from the principle shader override the surface output from a simple build material containing my custom MyMatte parameter.
What am I missing?
Thanks
Is there a way to output a solid matte, which motion blurs correctly?
My current method is overkill. I duplicate the principled material HDA, and then add a custom float parameter called MyMatte, and render this as an extra image plane. It works, but I was hoping there would be a simpler way at the Material Network Level.
I tried using the collect node, but the surface output from the principle shader override the surface output from a simple build material containing my custom MyMatte parameter.
What am I missing?
Thanks
- jsmack
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- syntheticperson
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- Joined: July 2010
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