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Matte render flag disabled in PBR?


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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? :)

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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.

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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!!!

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