So, I'm experiencing an issue with an old file that was done with Phoenix 2.2 I believe. When opened up with Phoenix 3.1, the atmospherics and materials with opacity (no refraction or reflections), looks like it is additive in the colors instead of subtractive. Channels used are smoke, and RGB set in separate PHXSources, but one Phoenix sim.
Or is it possible there's a rendering difference because of using VRay 2.4 to 3.6? I also noticed that the lights don't work they way they used to either. If I tell a light (omnis with VRayShadows) to only include the Phoenix sim, it casts shadows from the geometry even though it should exclude it, so Phoenix renders black.
If anyone has ran into this issue, any way to fix it? Am I missing a setting that has been added between old and new versions of either Phoenix or VRay that adds the colors together instead of rendering one color in front of the other?
Attached is the render done this morning, and one frame grabbed from the old animation. You can see in the current render how the yellow is added to the blue, no matter which one is in front. Edit, the yellow and blue also ignore the diffuse and opacity of the objects in front of them, they should be more greenish in appearance as those materials are not 100% transparent.
Or is it possible there's a rendering difference because of using VRay 2.4 to 3.6? I also noticed that the lights don't work they way they used to either. If I tell a light (omnis with VRayShadows) to only include the Phoenix sim, it casts shadows from the geometry even though it should exclude it, so Phoenix renders black.
If anyone has ran into this issue, any way to fix it? Am I missing a setting that has been added between old and new versions of either Phoenix or VRay that adds the colors together instead of rendering one color in front of the other?
Attached is the render done this morning, and one frame grabbed from the old animation. You can see in the current render how the yellow is added to the blue, no matter which one is in front. Edit, the yellow and blue also ignore the diffuse and opacity of the objects in front of them, they should be more greenish in appearance as those materials are not 100% transparent.
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