White fringe

Hello,

I’m doing some experimenting with the compositor, and specifically trying out the mist pass.

I have the background set to transparent, and I noticed some white fringe around the objects (look at the blue cube). Is there some other way to mix the mist pass with the image to resolve this? I have it as “add”, which does give the look I want, yet produces the white fringe.

Without doing a test of my own, I think the quickest fix would be be to use the Render Layers Alpha pass as the Factor input of your Add Node. Your Image pass should have some pixels with premultiplied alpha on the edges, and I think some of the Mist pass is bleeding through. If you use the Alpha channel as the factor, you might be able to ensure those pixels get alphaed away.

If that doesn’t work, let us know and I can take a deeper look

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Hi there @Hunkadoodle. I feel weird writing that.:slight_smile: Anywho, thanks for the suggestion!

I tried the Render Layers Alpha method, but it didn’t seem to do anything (there was a slight improvement, but still noticeable fringe). I later found out I need to apply the mist pass at the end, after everything else. I guess that makes sense. Or, better yet, I can just use volumetric lighting.

There’s also a way to do this (more or less) using cryptomatte, as I discovered through the Flipped Normals guys on Youtube (great channel, btw).

THanks again for your help though!

Heya! I think the issue stems also from using a alpha over node in the compositor, allthought I might be wrong.

However a solution I just figured out today is to kill the transparancy in the render, and have a background colour, and then the alpha outline will disappear.

Basically what is happening is that the white alpha channel is being rendered under the rest of the stuff

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@Maximaxe Oh awesome, this looks like what I need then.

Thanks a bunch! I’ll have to try it out.