a depth channel only has one depth slice per pixel which works fine when you have a 100% opacity. any transparent pixels will potentially look odd (including motion blur and anti aliased areas).

You might be able to shuffle your card's texture into a custom layer and shuffle black into that same layer for the particles. It kinda depends on how your scene is set up and what you need to do with it afterwards though.
Can you post an example?


On 18/08/12 10:55 AM, Marten Blumen wrote:
I'm not sure how you can have a bad depth channel. can you post an image?

On 18 August 2012 10:33, poiboy <[email protected] <mailto:[email protected]>> wrote:

    Marten,

    I actually thought of that, but the depth channel for the
    partciles are pretty fubar as well as the card for the projected
    image.

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