I'm looking for direct info on how to output opacity on cards/sprites when using the toon shader in C4DToA - I have the separate rgba driver built out and when the object passes in front of others in the scene - the transmission looks correct - but when rendering you don't get a matching alpha matte for that card as you would expect.
In context - you have a cloner of leaves, the leaves are png w alpha built-in -when you connect it to the transmission you get the proper look when that leaf passes in front of other objects in the 3d scene. But going out to composite engine - there is nothing save a transmission multipass - but that doesn't really function the same way as an innate opacity.