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How do I get a correct z-depth pass using cutout opacity in the standard surface shader?
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When I use a standard surface shader with a matte plugged into cutout opacity, I get a z-depth pass where that opacity is ignored. Therefore the z-depth pass is not usable for post DOF as the areas behind the object will not be blurred. Is it possible to get a correct z-depth pass with cutout opacity? Or does anybody know a workaround for that?