Cycles cryptomatte is noisy around materials with fully transparent shader #102381
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Reference: blender/blender#102381
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System Information
Operating system: Windows 11, x64
Graphics card: NVIDIA Quadro RTX 4000
Blender Version
Broken: 3.5.0 Alpha
Worked: None
Short description of error
Two problems can be observed in the compositor (cf. attached .blend file):
Exact steps for others to reproduce the error
Added subscriber: @louis_de_florence
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs User Info'
It seems this file doesn't include the monkey in your screenshots, and doesn't have the exact same composite node tree. Is this intended?
Can you try to simplify the file to only contain simple objects with no environment textures or other non significant resources? And also, provide steps that demonstrate how you constructed the file?
Hey Omar, thanks a lot for your response!
I updated the simplified blend scene, let me know if there is still an issue.
Steps to create the scene:
I hope it makes sense. Let me know if you need additional information.
Thanks a lot!
Changed status from 'Needs User Info' to: 'Needs Triage'
Thanks for the update, I will take a look.
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscriber: @brecht
The values around the glasses seems expected because your shader is a mix between a fully transparent shader and a glass one, fully transparent objects seems to be absent from cryptomatte producing a black matte, so they lower the values of the matte a bit after convergence.
@brecht Given two planes, the top of which has the shader shown below, and a compositor setup that generates the matte from both planes, is it expected to get edges that are slightly less than 1?
Bug: matte from cryptomatte node incorrect around transparent materialto Cycles cryptomatte is noisy around materials with fully transparent shader