Hello,
while I was looking to test Combustion RPF motion blur I found this problem when saving my animation to floating 32 bit. As you can see in the image the trees get a weird halo (right image) while if saving to 16 bits deep they look correct (left).
I suppose it has to do with a premultiplied alpha but I cannot find the solution. I'm saving those frames with ZBufer, Velocity, Coverage and Render node to import them into Combustion. One courious thing is that sometimes if I save the frame manually from the Max FB in floating the result is OK. No idea.
I'd like to ask also about the advantage to use 32 vs 16 bits to do that process of MB, maybe I don't need to go with so high resolution.
Thanks,
Manuel
while I was looking to test Combustion RPF motion blur I found this problem when saving my animation to floating 32 bit. As you can see in the image the trees get a weird halo (right image) while if saving to 16 bits deep they look correct (left).
I suppose it has to do with a premultiplied alpha but I cannot find the solution. I'm saving those frames with ZBufer, Velocity, Coverage and Render node to import them into Combustion. One courious thing is that sometimes if I save the frame manually from the Max FB in floating the result is OK. No idea.
I'd like to ask also about the advantage to use 32 vs 16 bits to do that process of MB, maybe I don't need to go with so high resolution.
Thanks,
Manuel
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