Hi,<br><br>Can I hope that this feature will be re-implemented?<br>Is there a reason to this behaviour?<br><br>Cheers.<br><br><div><span class="gmail_quote">2008/4/14, GSR <<a href="mailto:gsr.b3d@infernal-iceberg.com">gsr.b3d@infernal-iceberg.com</a>>:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi,<br> <a href="mailto:cedricpaille@gmail.com">cedricpaille@gmail.com</a> (2008-04-14 at 1142.59 +0200):<br> <br>> I was playing with this node, add saw that the alpha channel for each images<br> > was not taken into account.<br>
> I use an external renderer (Pixie) with my Blender rib exporter and export Z<br> > and A channels and when I motion blur, the result is not what I expected<br> > (only Z do the mask).<br> <br> <br>There was a patch about that, in which zcombine used alpha over ops<br>
based in which thing was over what. I can look it up, it must be<br> somewhere.<br> <br><br> > I made this tweak to CMP_zcombine.c to make it work:<br> <br>[Something like looks like alpha over op, but coded by hand ;] ]<br>
<br>> But It works only when "Save Buffers" and "Full Sample" is enabled on the<br> > "output" render panel.<br> > The other case seems a bit harder to code (with the current implementation).<br>
<br> <br>The patch had special handling for antiaaliased / crossing surfaces,<br> so it worked acceptably well, and before full sample was implemented.<br> It was rejected.<br> <br> GSR<br> <br> _______________________________________________<br>
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</blockquote></div><br><br clear="all"><br>-- <br>Cedric PAILLE.