I've had these problems before in the standard scanline renderer, but I was wondering if vray had anything available to solve the issue.
Check the attachments below. I have a vrayBlendMaterial, the base material is just a grey diffuse, and the Coat material is referencing a bitmap for its color (the color channel of the bitmap) and opacity (the alpha of the bitmap). The bitmap is saved as a transparent tif through photoshop. The rendered result has nasty dark rings around it, ie, it's not compositing properly. Un-pre-multiplying the texture helps a bit but not much. Using the alpha as a mask in the vrayBlendMaterial instead of an opacity has the same results.
Does anyone know what can be done to solve this? Some sort of extra operation on the bitmap? A different bitmap format?
Any advice will be uber appreciated.
- Neil
PS: I've included the max file (2014) if anyone wants to play with it.
Check the attachments below. I have a vrayBlendMaterial, the base material is just a grey diffuse, and the Coat material is referencing a bitmap for its color (the color channel of the bitmap) and opacity (the alpha of the bitmap). The bitmap is saved as a transparent tif through photoshop. The rendered result has nasty dark rings around it, ie, it's not compositing properly. Un-pre-multiplying the texture helps a bit but not much. Using the alpha as a mask in the vrayBlendMaterial instead of an opacity has the same results.
Does anyone know what can be done to solve this? Some sort of extra operation on the bitmap? A different bitmap format?
Any advice will be uber appreciated.
- Neil
PS: I've included the max file (2014) if anyone wants to play with it.
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