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Alpha no clipping correctly and UV ID not working

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  • Alpha no clipping correctly and UV ID not working

    Hello,
    I am testing Lavina with ascene from 3D Max and V Ray 5.
    The scene is some geometry modeled in 3D MAx and Rhino, most of landscaping are V Ray proxies, Forrest and Lauwerk trees.
    Everything seems to export correctly to Lavina, but when I turn on the clipping for alpha map, most of the landscaping desapear. When I take a closer look I see that the alpha maps are applied but they are clipping the whole leaf or flower.
    Most of their plants are already made and have different materials ID and UV ID.
    I also noteced when I have a mesh with a multy sub object material and they are using different Mat ID to controls the UV, Lavina seems to only read ID 1.
    IS this a current limitation of the software? only ready ID 1??

    Why the leaf of the trees and plant are being clipped? if there that I am missing?
    Please take a look at the attaches images.
    Thank you.
    Click image for larger version

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    Click image for larger version

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  • #2
    I also noteced when I have a mesh with a multy sub object material and they are using different Mat ID to controls the UV, Lavina seems to only read ID 1.
    Lavina supports only a single UV map for now, we will be fixing this eventually.
    Not sure what the Mat ID has to do with that however ?

    Can you send me a stripped down version of the scene, so I can check exactly what's causing the issues ?

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

    Comment


    • #3
      Originally posted by vladimir.nedev View Post

      Lavina supports only a single UV map for now, we will be fixing this eventually.
      Not sure what the Mat ID has to do with that however ?

      Can you send me a stripped down version of the scene, so I can check exactly what's causing the issues ?

      Greetings,
      Vladimir Nedev
      Thank you, Vladimir. I did send you an email with part of the geometry.
      I explained also in the email, but to keep a record here, we use different Materials ID for multi textures to be able to adjust the size of each property, such specularity, reflection, bump, and so on. Sometimes is the same size but more often is not. You can see it in the file.

      regarding the alphas, I noticed if we use a Black and white texture for cut out, then Lavina works fine, but if you use an image with an embedded alpha, then it won't read that. For example, we have Laubwer trees, those use the same Tiff image for Diffuse and cut out, the Tif image has an alpha channel. in that case, Lavina won't cut out or will completely erase the leaf.

      Thank you for your help with this.

      Fco.

      Comment


      • #4
        Thank you for the scene.

        So, there are two major issues as you described already:

        1. if a texture's alpha channel is used as an opacity map, results are incorrect. I've fixed this for our future builds.

        Note that we don't use the more complete "shading graph" system when sampling the opacity slot texture,
        as this calculation is very performance critical - it happens each time a ray intersects a triangle with an opacity map.
        If you have opacity map issues in the future, we can add them as more special cases, just like this alpha issue.

        2. Lavina supports only a single UV map. We will take a look at this, hopefully sometime soon.

        However, note that having just one UV map and then using the "Tiling" options in the texture is more memory efficient,
        as each UV map uses additional GPU memory.

        Greetings,
        Vladimir Nedev
        Last edited by vladimir.nedev; 03-11-2020, 10:39 AM.
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #5
          Thanks, Vladimir,
          I'll follow that workflow while we wait for the next update.
          Cheers!

          Comment


          • #6
            1. if a texture's alpha channel is used as an opacity map, results are incorrect. I've fixed this for our future builds.
            This is fixed in the 0.6.0 build we just released.
            It was a last minute change, so it's not mentioned in the change log and the "what's new" section.

            Greetings,
            Vladimir Nedev
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment

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