Hello there!
I am having a little trouble getting a proper surface position pass without edge issues where the terrain is in front of the sky/clouds.
I attached close up crops from a render with population
the surface position
and cloud position pass
As you can see, as soon as the terrain overlaps with the sky and not terrain, the edges go a little crazy.
The renders are 32bit exrs but I am guessing, the issue is that the position values for the sky are infinite and this prevents the edges from being properly calculated or interpolated(?)
The surface depth works better for a Z mask here but I'd like to use surface position for additional Y masking.
Is it maybe because the depth pass starts at 0 in the back and slowly increases it's value while the position jumps from a xyz value to a non float value (rgb = inf inf inf) that the edges work so much better there? I would be curious if it would actually remove the artifacts if the sky would get a proper value instead (say 100K for example).
Does anyone have a tip or information on how to handle those scenarios?
Any help is greatly appreciated!
Thanks in advance
Dziga