Solid Motion Blurred Matte Pass for Transparent Object

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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

Attachments:
ExtraImagePlaneMatte.v01.hipnc (2.6 MB)
Screen Shot 2020-05-18 at 2.11.05 PM.png (142.7 KB)
Screen Shot 2020-05-18 at 2.11.37 PM.png (96.8 KB)

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Adding exports to material without unlocking can be tricky. I usually use something like this.

Attachments:
matte_mat.png (37.7 KB)
matte_ex.hip (596.4 KB)

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Great! I'll give that a try.
Much thanks for such a quick reply.
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