when I try to render output into psd file wih alpha I am getting beyond those "Keyshot" watermarks somehow bad dirty alpha + shadows keeping a few of the background color values .
Is there a way to do what is called unpremultiplied render in Max/Maya ? Or I need a separate "alpha" render with flat materials?
And my second question is would it be realistic expectation to see matching render outputs from Zbrush internal render and Keyshot one? I mean can I use Keyshot for beauty pass and Zbrush internal for depth,normal and AO passes? Would be Zbrush hairs matching in each of them ?
Not exactly sure as to your question, and I'm sure others will know better than I.
However, if you are trying to create a TIFF with alpha and properly capture your ground shadows, be sure to use a full black background color, which will give you the ground shadows without any color influence, as would happen with white or any other color.
Sorry I can't help you more, but I know others will!
Bill G
Thanks for the reply and the advice . I am trying to do so. Still getting pretty noisy backround in the alpha . Guess it's a nature of hdr based lighting and there is nothing to do with it. Probably a kind of threshold for the ground material or some settings might help.
As of unpremultiplied I just found it has 32 bit exr output so I could do it i Photoshop