> Cranking the alpha up is a workaround, but only in the case above where you 
> create one scanline for every card, otherways transparent fg cards will 
> totally occlude bg cards.

afaik the no-Z output below an alpha threshold thing is pretty common in 
commercial renderers - Renderman does exactly that and calls the control 
'zthreshold'.
The problem is really that that value is hardcoded into Nuke's shading system 
and not available for user control…  Unfortunately many aspects of the 
ScanlineRender render/shading context are not exposed to users which is why 
AtomKraft is able to more deftly control the renderer's state via the rib 
interface.


> Jonathan, you shouldnt take "credit" for the neglect of the 3d engine for the 
> last five years if you havent been working on it since then. I apologize if 
> you personally felt targeted, but its easy to let some sarcasm slip out when 
> you have to spend your precious weekend wrestling with nuke "features"   ;)

Trust me, after 20 years in production my skin isn't *that* thin - but it is 
hard to not feel somewhat responsible….
My own solution to the limitations of the stock rendering system has been to 
write alternatives ala AtomKraft or full-bore replacement renderers.

-jonathan

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