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I'm making a music video. It's a fairly simple scene currently which consists of 4 collections:

A Kit-bashed 3d scenery collection An actor ('cowboy' collection). This is Prores 444 alpha footage A volumetric animated fog collection A lighting collection When I just render everything on the same view layer, it comes out the way I want/expect.

When I split things off into separate view layers, & recombine them in the compositor, the fog is much less dense, & the image has noise.

I've got three view layers currently, & I'm combining them with alpha-over nodes. I've also tried using colour mix nodes, which give slightly better results, but still don't look the same as the image I get without using the compositor.

My three view layers are:

Background - This is the 3d scene, the lighting, & the Cowboy has 'holdout' selected, the fog is off Midground - The cowboy is on, but the 3d Scene has holdout selected, the lighting is included, the fog is off Foreground - Both cowboy & 3d scene have holdout selected, & the fog & lighting are on. Essentially, I'm trying to re-combine scenery, cowboy & fog in the compositor.

I think I'm doing something (hopefully simple) fundamentally wrong at the compositor stage, or have I messed up the elements in each view layer?

Any ideas? I've shared three images. The 'correct' image which doesn't use the compositor, the 'incorrect' image which does, & my compositor node tree.

Help please, in language a small child would understand! :)

enter image description here

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  • $\begingroup$ I'm not sure exactly what's wrong, but your fog layer should have the 2 holdout collections also set to Indirect. The cowboy and background layers should also have the fog set to Indirect. It could solve the fog density issue. But I don't see noise neither know what could be wrong about it. $\endgroup$ Commented Oct 15 at 13:53
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    $\begingroup$ Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid vague words like "this", "help with", "issue", "like in image" "question about", instead describe what "it" is. Your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?" $\endgroup$ Commented Oct 15 at 14:03
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    $\begingroup$ After closer inspection, I'm pretty sure your fog is okay but your ground is far too bright compared to what you want. It should be almost black, darker than the rocks. But it's very light and lighter than the rocks. Indirect is probably what you are missing. I don't see any other reason why the ground and rocks look so different. $\endgroup$ Commented Oct 15 at 14:21
  • $\begingroup$ Hi @Lutzi, many thanks for the reply. I only just discovered there was an 'indirect lighting' tickbox in the scene outliner. I think you are defiantly along the right lines with your suggestion, however I still can't get it quite the same as the 'non composited render'. I've been playing around for a few hours & have got it closer though . Currently I've got the fog switched on in all view layers, but with 'indirect' ticked. I would try the fog as a 'holdout' in those layers, but blender seems to ignore holdouts with volumetric fog. $\endgroup$ Commented Oct 15 at 20:31
  • $\begingroup$ p.s I can't seem to share a new in-progress screen grab in a comment. is there a way do you know? thanks $\endgroup$ Commented Oct 15 at 20:33

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