Holdout with Transparent Objects Movie Render Graph

Hi everyone I’m experimenting with the new holdout feature alongside the movie render graph. I have an issue with transparent/glass objects when rendering my layers. They tend to not respect their render layers, and show up transparent no matter what. As you can see, the eye of the robot is transparent while the rest of the holdout works.

I understand unreal has its limitations when it comes to rendering for film, so I’m just wondering if this is expected or if there is a way I can fix this. Thank you!

I’ve got one other question about the MRG open as well.

Render layers:


What it should look like:

I am not able to figure out the issue from your renders. Holdout on translucent materials shoud respect the translucency. Are you want the holdout opaque or is the translucency level not being respected un the alpha?

Thanks for your reply, I am expecting the eye to be opaque in this scenario. The glass eye is translucent, however I’m expecting to see all of the objects inside of the eye (the rest of the robot mesh). Instead the eye is rendering completely transparent, ignoring any meshes that fall behind the glass (even though they are part of the holdout layer).

EDIT: Sorry the following post is not true, the Alpha still appears weird in DaVinci Resolve. It could be related to emissive, as when I lower it the eye becomes less transparent. But going to zero never makes the eye truly opaque.

Hi @comlys, I ran into a strange bug possibly, but my output has changed and I’m not sure why.

I was trying to find a way to disable “accumulator include alpha” in the MRG. I could not find an option for it.

Instead I went into the console and set the “r.postProcessing.PropagateAlpha” to “0”
That turned off all the alpha for my renders, but when I went to set it back to “1”, all of a sudden my renders are working properly. All I did was toggle it on and off.

As you can see, the eye in my robot is no longer punched out like it was in my first post. It appears to keep rendering like this even after I restarted the engine.

I should also note that I was attempting to set this console variable through the MRG. I have sense disconnected that node entirely and the render is still working.