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At the moment the Render Delegate is using the P AOV to calculate the OpenGL depth and the ID AOV to differentiate between the background and foreground pixels.
The Z AOV should be better suited for both problems, as the P and ID AOV's behavior is inconsistent when using the GPU backend or mixing volumes and other objects.
The text was updated successfully, but these errors were encountered:
sirpalee
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[Render Delegate] Use Z depth to detect background pixels and handle pre-multiplication
Use Z depth to detect background pixels and handle pre-multiplication
Nov 29, 2019
At the moment the Render Delegate is using the P AOV to calculate the OpenGL depth and the ID AOV to differentiate between the background and foreground pixels.
The Z AOV should be better suited for both problems, as the P and ID AOV's behavior is inconsistent when using the GPU backend or mixing volumes and other objects.
The text was updated successfully, but these errors were encountered: