Have done this Karba but am still left with an odd fringing around my object (when used with Max multipass motion blur) for compositing. It's almost a white halo/streak left behind and looks unnatural.Karba wrote:For proper compositing you have to switch on alphachannel and switch off keep_environment in kernel settings.darkline wrote: Thanks, I've done that but like Iray we need option for background image to be seen in the octane viewport and saved as pre-multiplication of the alpha channel for compositing, especially for soft shadows and matte objects
Also, are there any plans to control shadow density on matte materials? I rendered out a scene in daylight but the shadows from the sun were completely black when composited (path tracing 8 depth), at the moment I can't get this to match my background plate where the shadows are not totally black. There's no control for daylight shadow apart from turbidity.
It would be great if we had options on matte material for the shadow pick-up/intensity. For example, I built my scene with 3 walls around my character. The walls and floor are all 'matte'. the walls are there simply to block sunlight and pick up shadows from my animated character but the alpha channel on the walls is unnaturally dense, so I get black patches when composited. I'd like to be able to turn receive shadows off for the walls or control how much they receive, but keep the indirect lighting effects of the walls on the scene.