Is there any way to have the alpha of a material affect the Z-depth?
This causes problems when applying depth of field, as the alpha is ignored, and parts of the face which should be ignored via the alpha aren't.
To explain:
rgb:
alpha:
z-depth:
problem:
The alpha information is discarded in the z-depth channel. Is there a way around this? I've look on the threads about "tool to convert opacity mapped faces into geometry" but don't think that this works by tracing the alpha channel and converting that face into the shape of the alpha. This would be really handy, but is there a way to have "alpha affects z-depth"?
This causes problems when applying depth of field, as the alpha is ignored, and parts of the face which should be ignored via the alpha aren't.
To explain:
rgb:
alpha:
z-depth:
problem:
The alpha information is discarded in the z-depth channel. Is there a way around this? I've look on the threads about "tool to convert opacity mapped faces into geometry" but don't think that this works by tracing the alpha channel and converting that face into the shape of the alpha. This would be really handy, but is there a way to have "alpha affects z-depth"?
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