Hey all. I am currently working on a project compositing passes of a cg character that were rendered out of Maya utilizing Renderman for Maya. I have not had much experience compositing renderman passes, so I have consulted a couple of tutorials on this. I am experiencing a slight black outline around the character, now I know everyone is immediately going to jump on premultiplicaion errors. But let me finish
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The passes from RfM (diffuse, specularity, shadow, etc) do not contain thier own individual alpha channels. When layering them I use the alpha from the default RGBA beauty render that RfM produces with the passes. I have chatted with Pixar support via thier private forum, and they are convinced that it's a premultiplication error. They tell me "although the AOVs do not contain, or exhibit an alpha channel, they have already been multiplied by alpha, so any function that multiplies them again will result in that outline effect."
Any ideas on how to mDiv and mMult an image that has been premultiplied but doesnt actually contain an embedded alpha channel? I have tried it doesn't work.
Or if you have experience compositing Renderman passes, please clue me in to your technique. If you would like a small image of my shake tree let me know. I have been discussing this with Pixar for a couple of weeks now, and havent been able to figure this out.
Sorry this is such a long post. Thanks so much for your help everyone.