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In Blender 3D, a holdout is a feature used to create transparent areas in a rendered image or animation by masking out specific parts of the scene. It is commonly employed for compositing purposes. When a Holdout Shader is applied to an object or material, it effectively tells Blender to render that part of the scene as transparent (alpha 0). This allows you to overlay other elements or composite images seamlessly in post-production. Holdout is particularly useful when you want to isolate specific elements or exclude certain areas from the final render without deleting or altering the scene geometry. Key Features: Transparency in Renders: The areas with the Holdout Shader appear transparent in the final render, showing the alpha channel. Compositing-Friendly: Makes it easy to add other visual elements in external software like After Effects, Photoshop, or Blender's compositor. Flexible Application: Can be applied to individual materials or set on entire objects using View Layers or render passes. Common Use Cases: Removing Backgrounds: Exclude parts of the scene, such as a sky or an environment, while keeping the subject visible. Isolating Objects: Render only specific objects with transparent surroundings for later compositing. Scene Cutouts: Create holes or masks in renders for overlaying visual effects. Sketchfab Asset https://ift.tt/sHtZirY
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