We have houdini sims in which hundreds of objects are floating through space. For ease of use, we proxy these together so that we can then access the attributes more efficiently. However, there seems to be an issue where when setting the depth aov to be aliased, the areas where geometry overlap becomes anti-aliased. This issue occurs when combining the geometry as well and not proxy-ing them.
Keeping the geometry separate produces the desired aliased look
Attached is a simple render with two spheres, I A/B the graded depth in nuke to see the overlap areas. Bottom is separate, top is combined geometry
Also attached are our zdepth settings
Keeping the geometry separate produces the desired aliased look
Attached is a simple render with two spheres, I A/B the graded depth in nuke to see the overlap areas. Bottom is separate, top is combined geometry
Also attached are our zdepth settings
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