
Link to C4D project: https://www.dropbox.com/s/cv55zgscly8yx ... y.c4d?dl=0
Moderators: ChrisHekman, aoktar
Is there a way to combat this? Or a workaround?aoktar wrote:I think it produces a blending to white in dof area.
I've tried to find a fix but no success. it's an internal behaviour and core team may have an answer. At the moment only way looks like rendering without dof.andrewmcmurry wrote:Is there a way to combat this? Or a workaround?aoktar wrote:I think it produces a blending to white in dof area.
This is without DOF. Still strange. Hmm.aoktar wrote:I've tried to find a fix but no success. it's an internal behaviour and core team may have an answer. At the moment only way looks like rendering without dof.andrewmcmurry wrote:Is there a way to combat this? Or a workaround?aoktar wrote:I think it produces a blending to white in dof area.
That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
I fixed the splatting in the kernels. There is nothing you can do right now, except making the geometry of the active layer invisible to the camera and then render the shadow passes separately. The fix will be available in the next release.andrewmcmurry wrote:That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
It's a internal fix in renderer. Thanks Marcus.andrewmcmurry wrote:That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?