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sparo
Post  Post subject: surface color pass  |  Posted: Mon May 30, 2016 6:25 pm

Joined: Tue Mar 22, 2016 7:38 pm
Posts: 31

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Is there a way to render a surface color pass with a transparent background? Currently, when I render a surface color pass, the alpha is completely white, even though I have nothing in the environment.


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ymangolds
Post  Post subject: Re: surface color pass  |  Posted: Tue May 31, 2016 4:24 am
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Joined: Fri Aug 17, 2012 8:23 am
Posts: 89

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Think you'll have to also render out the alpha pass as well then premultiply the surf color pass by it in post. The Beauty and Matte passes are actually the only passes that will utilize the alpha channel in output images. So to optimize filesizes, the Beauty and Matte passes should be the only pass that has RGBA set in its channels (note that the output images from the Alpha pass won't actually use the 'A' channel so you'll have to shuffle the 'R' channel to the 'A' channel). All other passes (except the ones listed below) should have RGB (not RGBA) set for the channels, otherwise you're wasting disk space.

Exceptions:
Alpha, Depth, Shadows, and AO only need the 'R' channel (if 'RGB' is used, the same values will be put in all 3 channels).
UV only uses 'RG' channels.


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sparo
Post  Post subject: Re: surface color pass  |  Posted: Tue May 31, 2016 4:18 pm

Joined: Tue Mar 22, 2016 7:38 pm
Posts: 31

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Thank you. That is really helpful information.


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