Hi guys here from WWFX. We are starting to integrate UE4 inside our VFX pipeline.
After some RnD we brought up following questions/issues:
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We have an issue using stencil layer rendering semiopaque elements, such volumes/fogs on cards or particles for rain/snow etch. It seams on every stenciled leyer output we have, on the output EXRs, we will always see particles or semiopaque layers baked in, so for example let’s say I have a rain or snow and a CG model, I can separate the rain in a single layer with the correct stencil of the model, but on the “model layer” I still will find the partile rain/snow baked in/drawn.
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Another thing is the alpha edge when rendering using layer buffer, it seams the edge of the elements, they do not combine 100% even plussing the various layer, this affect the RGB beauty pass as well.
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Last question: Do you know if at this stage, there is a way to render only certain lights on specific stencil layers?
P.S. Following the above tutorial, I think the correct merge node mode between layers, should be DISJOINT-OVER and not PLUS, as only the alpha should accumulate and not the RGB channels. It doesn’s maybe make much difference on solid elements, but it may do on semiopaque elements when rebuilding the image
Thank you in advance.