Smoke sprite alpha in cryptomatte

Is there any way to include calculating the sprite alpha in cryptomattes? I render out to MovieRender for compositing.

Everything looks great in the main RGB render, but the smoke particles entirely occlude the character and show up as solid polygons.

Anyone got tips? Thanks :slight_smile:

Were you able to resolve this issue, or come up with a work around? Running into the same problem…

I didn’t figure it out. Sorry :confused: If you make progress I’d be curious to hear the solution.