It’s been a long time since I’ve used the z-buffer in action, I usually just arrange objects in the priority editor…however for this particular situation I really need to have action deal with what is in front of what as it’s a large DMP.
I’m using a bunch of tree sprits from 3D that I’ve un-premultiplied before adding them to an action scene. My issue is that it doesn’t seem to be dealing well with the edges…it’s as if the surface isn’t able to manage semi-transparent mattes.
Am I missing something or has this always been the case and I just never noticed since I almost always turn the z-buffer off?