by daabomb101 » Thu Feb 21, 2019 7:13 pm
daabomb101
Thu Feb 21, 2019 7:13 pm
Hey Ahmet, so this is a small request and it's not too difficult to work around this issue right now, but it would speed things up to have this option. In rendering a z-depth pass, the furthest BG will turn black, which can be worked around with an alpha in comp, or another workaround could be setting up a second render for just the depth pass and putting a huge sphere around the scene to make sure the BG is white (and setting the main samples down to 1 so that only the depth pass is considered). But even easier would be if there were an option to consider either the sunlight's environment, or an HDRI as if it were a huge sphere around the scene and then there would be no need to render an alpha, or render the pass later after the beauty is done. Thanks, and let me know if that's a possibility!