Yep, that is how i have it at the moment. The problem is all the object buffers render out with flickery lines.
I think it must be because all the objects are on the exact same position in space so it cant differentiate what has priority.
In hindsight, i should have cut it up in illustrator so nothing was one object with nothing overlapping and then could have rendered it as you said.
there must be a way around it tho in C4D?
maybe just so it renders the whole object buffer for an object even when it is obscured by another object?
Thanks for your help with this!
Andrew Sones