Hi,
I have I guess a rather strange way of generating rims/kickers for my CG lighting work. Over the last month or so I’ve been experimenting with rendering out my rim light pass separately, tinting it in post, extracting a matte by using a luma extract (pre-multiplied, although I see no difference without pre-multiplication) and then using this extracted matte to paste the rim pass back onto my existing composite.
I do this because I find it easier to achieve a nice, punchy colored look to my rims and kickers. I can get a hot hot hot blue, for example, that if I tried to do in the render or use a screen/add node, would blow out to white.
All would be as fine as champagne and oysters if it wasn’t for the composited rim pass exhibiting the dreaded black matte line. I can normally roll with this as I like to employ a fair bit of edge blur which sort of deals with it. However, this feels REALLY hacky and bad practise. Anyone help me out?
Thanks,
Anthony
Lighting & Compositing
Taylor Drew Productions.
