just got my dongle. For belgian friends, you can contact no-trouble sprl and they have them "in stock". Open till 6 pm
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Vray 1.5 Final????
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No updates yet AFAIK.
Vlado was going to start working on it when he got back from siggy.
Try here instead.
http://www.spot3d.com/vray/help/150R1/
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I think maybe you misunderstood my question. I'm talking about having the transparency of objects be taken into account when making the z-depth map. So that if you for instance have a billboard of a cut-out of a person the billboard isn't just rendered as a single flat place but as the shape of the cutout. other renderers support this, and as you can see on this page http://www.spot3d.com/vray/help/150R...r_elements.htm VRay supports transparency in many other render elements.
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no it doesnt. i assume that this is due to the fact that it is actual similar to semitransparent windows. An opacity map can be both transparent, opaque and semitransparent. i assume the only way would be some kind of threshold to determine wether the render pixel should use the back z value or its own z value...
To answer your question, no it doesnt
Regards,
Thorsten
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Originally posted by aaron-cdsNot trying to flame anyone here but noone can or should complain about the efforts at Chaosgroup. Here's why. I spent $800 on Vray nearly 18 months ago. I haven't spent anything more but I've gotten the vraysun, sky and physical camera, which wasn't in the original version I bought. I got faster rendering times and nicer renderings, which have increased my profit margin and gained new clients. I keep seeing the new jobs roll in thanks to vray. Yet at every new release they ask for nothing. Thank you Chaosgroup. I wish all software companies were as commited to their user's community.
By the way, I would have paid to upgrade to 1.5
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I've got a tutorial that does a quick walkthrough of creating zdepth using a falloff distance blend. I can be kind of handy if you're wanting to use transparency on some materials such as you are describing.
http://obtuseorange.electrotoast.com/dofTut01.html
Hope that helps!-Chippy
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Mind you that this approach will lead to sever artifacts with post-dof. As the semitransparent areas will have a blended radius for the DOF wich is just wrong. To do it right you need to render to seperate layers, seperatly add DOF and comp them with proper alpha.
Regards,
Thorsten
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Originally posted by instinctMind you that this approach will lead to sever artifacts with post-dof. As the semitransparent areas will have a blended radius for the DOF wich is just wrong. To do it right you need to render to seperate layers, seperatly add DOF and comp them with proper alpha.-Chippy
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