Hello,
I don't seem to be able to blend matte/holdout shaders and lit shaders within a shading network.
Using the holdout mode in rendergeometrysettings applies it to the whole primitive, and in some cases, I'd like to be able to blend with a texture.
Outputting the texture as an AOV and subtracting in comp is my workaround for now, but it tends to introduce edges where the antialiasing.
The screenshots show how I used to do it in Mantra, and how that same workflow is not working with karma, as the Alpha input seems to be completely ignored.
Ideally, I'd love to have a MaterialX matte shader that I could simply mix with a texture.
Does anyone know the proper workflow for this?
Thank you.