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  • VRayAlpha

    will VRayAlpha support on GPU make it into official 6 release?
    Marcin Piotrowski
    youtube

  • #2
    Can you elaborate a little? You don't need to add a separate element to have an alpha channel if you are rendering with the VFB.
    If it was that easy, it would have already been done

    Peter Matanov
    Chaos

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    • #3
      it is about alpha behind refractions on GPU.
      Marcin Piotrowski
      youtube

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      • #4
        Have you tested this scenario with the beta?
        If it was that easy, it would have already been done

        Peter Matanov
        Chaos

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        • #5
          nope. I would like to know before I jump on board. release notes mention “gpu alpha rendering the same as cpu alpha” but it is pretty vague. what I am waiting for is basically this turning green, full support:
          Click image for larger version

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          Marcin Piotrowski
          youtube

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          • #6
            The list you are referring to has nothing to do with the refraction issue that's been fixed in V-Ray 6.

            The separate VRayAlpha element is needed only when rendering without VFB. If you are using VFB, there's always an alpha channel included.
            If it was that easy, it would have already been done

            Peter Matanov
            Chaos

            Comment


            • #7
              It appears to be working ok now, which is great!

              Oddly, the white values where the refraction would earlier be messed up are not 1.0 as you'd expect....in a simple test it went from 0.994 to 1.009.
              Totally negligible obviously...just thought to mention it
              https://www.behance.net/bartgelin

              Comment


              • #8
                Actually, sorry to report that I broke it again...a bit. See attached. There was something funny going on with the windows in that Cosmos model, so I rebuilt the side window, which is a box with Turbosmooth,
                and the problem reoccurrs.
                Attached Files
                https://www.behance.net/bartgelin

                Comment


                • #9
                  Originally posted by matanov View Post
                  The list you are referring to has nothing to do with the refraction issue that's been fixed in V-Ray 6.

                  The separate VRayAlpha element is needed only when rendering without VFB. If you are using VFB, there's always an alpha channel included.
                  heh, sorry, ignorance on my part. I appreciate the explanation and thank you for update.
                  great news.
                  Marcin Piotrowski
                  youtube

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                  • #10
                    fixeighted I think that looks correct.
                    Marcin Piotrowski
                    youtube

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                    • #11
                      Originally posted by fixeighted View Post
                      Oddly, the white values where the refraction would earlier be messed up are not 1.0 as you'd expect....in a simple test it went from 0.994 to 1.009.
                      Totally negligible obviously...just thought to mention it
                      Negligible as it may be, i can't wrap my head around refraction being higher than 1.0.
                      Lele
                      Trouble Stirrer in RnD @ Chaos
                      ----------------------
                      emanuele.lecchi@chaos.com

                      Disclaimer:
                      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                      Comment


                      • #12
                        Hmm...don't think it is...look what happens if I move the window inside the car...and for comparison I added a box with a bend modifier which reacts as expected.
                        Attached Files
                        https://www.behance.net/bartgelin

                        Comment


                        • #13
                          Hehe, yes Lele it is a bit odd. Here is the image so you can see for yourself https://www.dropbox.com/s/cr2w1nzgo6...PHA.vrimg?dl=0
                          https://www.behance.net/bartgelin

                          Comment


                          • #14
                            I forgot this comparison image, with a box with a bend on it.
                            That is fine, but as soon as the edges are smoothed or chamfered for instance, then it breaks.
                            Attached Files
                            https://www.behance.net/bartgelin

                            Comment


                            • #15
                              So I tried a simple setup as seen. To me this is wrong but what is strange is that it's the same whether CPU or GPU.

                              My brain is saying that if the glass is occluded by the ground, then it should not see through to the bkg...
                              Attached Files
                              https://www.behance.net/bartgelin

                              Comment

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