Hi,
There is a problem with render layer masks when there is DOF in camera *AND* there is Alpha Channel enabled in Kernel settings. It makes layer masks render like if there was Distributed Rendering turned off, while it actually is on.
As soon as I uncheck Alpha channel in Kernel settings the problem goes away, and the masks are perfectly matching DOF blurs.
I am not using any other render layer features or passes. Just main beauty + ID masks for 3 object groups.
Quite a bad surprise for me, getting humiliated in front of a client as I sent them botched masks without even realising something's wrong... I didn't know the kernel alpha setting could have such consequences...
Interestingly after the fact I did some tests and it seems an Object Layer Color buffer seems to be properly blurred (while layer ID masks are still "hard").
See attached what I mean...
The picture on the top shows properly blurred layer id masks when Alpha is disabled in Kernel options - and that was the only thing I changed and re-rendered.
Cheers,
B
Render layer masks bad w/ DOF when Alpha enabled in kernel
Moderators: ChrisHekman, aoktar
Check these in a external compositing program not in picture viewer.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I can't see any difference in After Effects for saved images. This mask think is a extraction from render_layer feature of Octane. It extracts the alpha in extra render sessions. Note that i'm using png format.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I was using multi-channel EXR file.
I think there is some logic there which makes those ID masks "straight matte" when there is Alpha in kernel enabled. That way post-multiplying them by alpha smooths them out.
But this is confusing, and does not work when there are more render layer IDs mixed together like in my case above.
I mean - the render layer ID masks seem NOT to be usable like C4D-style Object Buffers.
But now I will happily use the object color masks...
I think there is some logic there which makes those ID masks "straight matte" when there is Alpha in kernel enabled. That way post-multiplying them by alpha smooths them out.
But this is confusing, and does not work when there are more render layer IDs mixed together like in my case above.
I mean - the render layer ID masks seem NOT to be usable like C4D-style Object Buffers.
But now I will happily use the object color masks...
It's usable for me with proper format. It's your decision to use or not.bartolos wrote: I mean - the render layer ID masks seem NOT to be usable like C4D-style Object Buffers.
.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw