Hi David

You can composite with WPP but as soon as you have motion blur or
transparency there isn't enough data in that pass to create a smooth
composite.  In the past this was sometimes referred to as "deep raster",
though Fusion and a few other apps also called it "deep compositing".

What is now called "Deep Image Compositing" is often shorted to calling it
simply "Deep Compositing" which is where the confusion occurs.  What you
need to do is render deep opacity of your renders and use our collection of
deep tools to comp them together.  Though depending on the renderer this is
not always available.  Prman, Mantra and Vray have full deep opacity
support.  Arnold does have deep but doesn't have volumetric support yet
(2nd depth buffer for z.back support).  Mental Ray does have the concept of
deep opacity(called detail shadow maps) but they never added the ability to
output these for compositing.

--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk
Email: [email protected]


On Wed, Jul 23, 2014 at 6:57 PM, David Rutherford <[email protected]>
wrote:

> I have searched pretty thoroughly but so far I have not been able to find
> any information on how to use a world position pass to comp two CG objects
> together. I have a bunch of test objects rendered with a separate beauty
> pass and a world position pass and a particle cloud rendered with an
> embedded world position pass. I want to comp them together so that the
> particles are merged correctly surrounding the objects both in front and
> behind. The goal is to do away with hold outs in the particle render.
>
> What is the work-flow for doing this. Do I need more than the world
> position pass? Is this what is labelled "deep" compositing or is this
> actually something else.
> Any pointers, tips or a link to a tutorial would be greatly appreciated.
>
> David.
>
> --
> Vue Group
> 2 Parkfield Street
> Bunbury WA 6230
> 08 9791 4860
> vuegroup.com.au
>
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