Holdout shader and Transparent shader don't use the background's alpha channel when used with Light Path node. #39749
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#39749
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Windows 7 64bit
Blender Version
Broken: 2.70a, daily build
3cf39fc
(2014-04-14), 2.65Short description of error
Holdout shader and Transparent shader don't use the background's alpha channel when used with a Light Path node.
See the image:
Left - the transparent shader renders the background color ignoring alpha
Right- the holdout shader renders black ignoring both color and alpha
Middle - an emission shader is linked into the same node socket for comparison.
Both holdout and transparent BSDF should render with alpha 0.
Exact steps for others to reproduce the error
render the attached .blend
backgroundtransparency.blend
Changed status to: 'Open'
Added subscriber: @AnnaCelarek
There was a fix for a similar problem, but works only if the Holdout or Transparent shader is connected directly into Material Output, not with the mix node inbetween.
https://developer.blender.org/rB7ffa42075e29033a54a606a75b802d17f4a0f079
Added subscriber: @willi-2
Looks to me it has less to do with transparent and holdout shaders, but it's the nature of the refraction shader that alpha is not passed through. Just try a plane with a refraction shader only, and use the same world background (alpha=0), and you'll get alpha=1 in the render result, too. Same is true for the glass shader.
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
This is working as designed, refraction does not give any alpha. It can't work because the ray refracts in a different direction, only with a transparent BSDF can you get correct alpha to composite the render over another image.