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  1. #1
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    Z pass has inf values in mix of glossy and transparent

    I have stumbled on a problem that seems like a but, but I haven't found a solution so I'd appreciate any help.

    I have a very simple shader that mixes Glossy and Transparent shaders for thin glass. When looking through this object (one-sided object, no depth), I get a "noise" in Z values with different pixels having either the value of object behind the glass or infinity, which makes the pass unusable for Z defocus in comp.

    Any ideas (besides doing a separate render with some other material) how to solve this issue?

    Example of issues in z channel (it is the front windscreen of a truck):
    Name:  z_noise.png
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  2. #2
    Member JA12's Avatar
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    Check the alpha threshold in render layer properties.
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  3. #3
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    Originally Posted by JA12 View Post
    Check the alpha threshold in render layer properties.
    Thanks, this did the trick! But still, I wonder why it produces inf values when each ray intersects either the glass or object behind it...



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