HtoA Depth of Field problem.

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Hi everyone. I'm rendering something out with HtoA and then trying to apply depth of field to it in Nuke with a simple Zdefocus, but it's giving me a slightly odd result. For a quick test I imported the geometry to Maya and rendered it out with Arnold as well and it works like a charm as always.
Looking at the depth and alpha pass they're basically identical in the pixel values. Any idea why would the export from Houdini generate this weird halo around the pieces while Maya export is good? Could it have to do with something tilling or compression? I don't see how. Has anyone come across this problem? Thanks in advance!

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