Meet Constellation’s newest member

For the past couple of months I have mainly been focusing on my writing since I am an aspiring novelist. But I couldn’t resist the call of Blender. Instead of finishing the Blender course that I am following I decided to work on my own project. I combined two things that I love: my pet bunny Shadow and Starfield. Meet Shadow, the cute but deadly space bunny :slightly_smiling_face: and Constellation’s newest member.
I still want to create a booster pack and weather the space suit.

I noticed that in the renders with an HDRI background, the glass part of the helmet is rendered nicely. But when I combine the render with a background image (Starfield wallpaper) through Composition the helmet is not rendered properly anymore. Can anyone help me with this problem?
Thanks.

I will try to get back to my course asap. It would be nice to finish it before the end of the year.





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Great job, a very cool space bunny! Don’t worry about taking a step away from the course, projects like this are how we learn the most.

For the helmet problem – what’s your compositor setup? Rendering with transparent film and then using an Alpha Over node?

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Yes, that’s exactly how I did it. A transparent film and then using an Alpha Over node.

Hm, difficult to say without more information. Are you using a Transparent BSDF for the helmet? What is plugged into the factor of the Alpha Over node?

If you show some screenshots we can try to solve. :slight_smile:

Hi Myn,

I have made some screenshots of the BSDF of the glass material and Compositing Nodetree.
Thank you for helping me out. I really appreciate it.


2 Likes

No problem. The first thing to try is plugging the Alpha output of your render layer into the Fac of Alpha Node:
image

If that doesn’t work then I can suggest a different glass material which works better with transparency, but try that first. :slight_smile:

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Hi Myn,

I tried it, but the result was just the same.

I also tried a different approach. Instead of using Compositing, I used an Image Texture for the World background. This preserved the transparency of the helmet as can be seen in the added picture.
I am still willing to try a different glass material since I assume that the Compositing approach will be easier for animations, right? Can you please tell me which other advantages there are for using Compositing instead of imposing a world background image?

2 Likes

Yeah, Image Texture is probably the best approach here. Strange that the transparency isn’t working though. You could try mixing a Glossy and Transparent shader to create some glass instead, which should then work with the Alpha into the Fac.
image

But if Image Texture does what you need, definitely go with that to keep things simpler! :slight_smile:

Someone else would be best answering the Compositor advantages question, since I’m still learning a lot of the Compositor and I always ignored it until a month ago. However, I find its strength is to add in some nice after-effects (like colour changes or softening edges) and to make changes without needing to re-render the whole image. For example, if you spent an hour rendering that image and then decided to change the background, I would have to render it again. In the Compositor, it would take a few clicks.

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