Hi Guys,
Got a production question for you as I'm a bit stuck coming up with a
"good" solution (read solution artists find acceptable) to this issue.
Say you run a couple of objects in a couple of passes/framebuffers and
the block each other with 0,0,0,0 as you do. This means along the edge
you'll have pixels with an alpha of n for object a and 1-n for object
b. Which would be "the right answer" (tm).
You then go to composite this. Artist pulls an over node and of course
this winds up with slightly transparent line running along the join.
If you use an add (and it adds the alphas as well) then you get the
result the artist expects (between the two objects we know it's solid,
but viewing either individually that's not the case), but of course if
add was used in a scenario where they was overlap then you'd get glowy
grossness etc.
The guys don't like the idea of using an add because it seems counter
intuitive to them. Where they'd just use an over if it went over a
plate (of course - the plate is solid so you really are going over).
It's not a huge issue (if you ask me anyway ;-) - for node based
compositors) because you just use the add node where it's required and
over where it's needed, but it's freaking the After Effects guys out
because it apparently means subcomps and other things to obfusificate
the comp when they're looking at it.
So - was that obscure and long-winded? Anyone got any comments/suggestions etc.
Cheers,
Alan.
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi