When I use compositor to visualize Z pass, it’s seem that an object with an alpha equal to zero can still be completely seen through this Z value and hide object(s) beside. It’s a problem when I use plane with transparent texture.
Is there any way to consider a completely transparent as “nothing” and show Z values from objects beside ?
For some reason, when I place an object beside the plane with part opaque part transparent texture, the opaque part is semi transparent when I render with mist. So, when I use mist pass, the result is strange.
Mist works as properly as it can. if your object is totally transparent it is represented correctly in the mist pass. if it is totally solid, that also works… when you have a mix… say its 30% transparent 70% solid, the pixel representation will be 30% of the object behind and 70% of the solid… giving an average for that area. If there is another method of representing both values, feel free to explain it / provide code.
Thanks to explain about that but actually, to simulate a mist, I was thinking about mixing the current object with the color background. Is that case, the object is mixed with the object color behind and became transparent.