Mario Marengo Posted April 10, 2008 Share Posted April 10, 2008 Also, you could always add a float export variable and set it to: MatteAlpha = 1.0-phatte; And presto! instant alpha channel. No need for extra passes. Though I think "MatteAlpha" sounds rather pompous. I propose we call it "thinne". After all, I think a "phatte" switch should produce a "thinne" channel, don't you think? Quote Link to comment Share on other sites More sharing options...
eetu Posted April 16, 2008 Share Posted April 16, 2008 I hear what you're saying about Af needing to work properly, and I agree that it should, ... Just in case someone missed it, from the Journal: Houdini 9.1.210: Add support for the Af global variable in PBR rendering. This change should support the matte shader when rendering with the "Physically Based Rendering" engine. eetu. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted April 16, 2008 Share Posted April 16, 2008 Just in case someone missed it, from the Journal: Houdini 9.1.210: Add support for the Af global variable in PBR rendering. This change should support the matte shader when rendering with the "Physically Based Rendering" engine. eetu. Woot!! Thank you Mark and Andrew!!! Quote Link to comment Share on other sites More sharing options...
stevenong Posted April 16, 2008 Share Posted April 16, 2008 As soon as I have some time, I would like to check the matte & phantom stuff out! Yes, thank you Mark & Andrew! Cheers! steven Quote Link to comment Share on other sites More sharing options...
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