[Bf-cycles] Z depth and transparency shader
adriano.ufrb at gmail.com
Mon Jun 11 02:40:54 CEST 2012
I'm working on a walking through a forest and I will add haze and deph of
field in post, so I need Z pass.
But Cyles calculates Z by geometry and ignores transparency shaders I use
in all the trees' leaves.
Is there any way I can get a Z pass that considers the transparency shader?
Adriano A. Oliveira
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