Rendering Correct Alpha

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Joined: Sept. 2007
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I am new to Houdini, and primarily have worked on Maya. In my transition I am dealing with some primitive rendering issues.

I have rendered out an image with an incorrect alpha and cant seem to fix it.

I have a scene with some bunch of geometry copyed to a popnet. I also added a light source which doesnt light all of the seperate geometry, but a few of the ones within the lights gradient.

My issue is that the alpha has all of the geometry within it, and within compositing the un-light geometry is exposed as black pixels.

I am using a VEX super material and was wonder if there was a way to grab the rgb only for the alpha channel??
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Joined: July 2005
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The alpha channel will be present for your objects even if they are in complete darkness, that is how an alpha channel works. Perhaps you should use a luminance key in your compositing network, rather than the alpha
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