Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
Do somebody know a good, convenient soft to compose multiple rendered fragments? mostly from Zbrush into tileable textures ? The one able to combine Z depth in a way, fragments would intersect to each other properly , according to their depth. Rock pieces/stones for example . Many programs can do so to some extent but all…
if your problem with compositing apps is that the node networks grow large and hard to read then look for functionality to organize nodes within groups to condense a bunch of nodes into a single, expandable icon. the old shake has that, for starters. probably a standard feature everywhere.
then just group your transforms…
What Nuke has with Deep compositing is being able to rearrange layers without holdout passes because everything gets rendered...literally. This introduces new tricks with volume masks and depth slicing. But thomas is right...either you choose a layered solution or node solution. No holy grail and both have caveats.
thanks for reminding me of natron's existence! added to the toolchest. and yes, it has a grouping feature in the context menu. as for the OP: i think you just have to choose between a layers or node-based approach. the only blend between those i have ever dealt with is (autodesk) flame's action module. and i think that…
Does Nuke differ a lot from Fusion? Curious if it's able to make anti-alised mask when combining depth ? ( like a check box in Blender Z combine node) For some uncertain reason video composers don't find it necessary while for textures it's imo a key thing. In Photoshop at least you could set some blur in fixed pixel…