Hello,
I am attempting to use XSI Advanced to composite an animation into a sperately rendered environment using the z-depth composite in the FX Tree. The problem is that when I input RGBA from the animation depth pass, there are "haloes" of far away animation objects showing through closer environment objects. When I input just RGB, the depth composite is accurate, but the animated elements have jagged edges and do not blend naturally into the scene.
Is this a common occurrence? Is there a way to eliminate the haloes and retain the soft blend of the alpha channel? My experience is more in the areas of tool building and simulation, and compositing is new to me. I am conidering rendering out the alpha channel at 2X resolution and then reducing for a more accurate blend, but any advice would be greatly appreciated.
Thanks
3CM