Hello everyone,
I'm working on emeralds, and I have an issue with the fog (fog color in vrayMtl).
Natural emeralds often have bubbles, inclusions and fractures in it. To achieve that, I planned to place objects inside the emerald.
It works for bubbles and inclusions (rocky object inside), but it doesn't for the fractures ("simples" objects inside the stone (vraymtl + diffuse, reflect, bump, opacity etc.)
The fog color doesn't seem to react very well with the opacity of those objects.
As you can see on the following image, even 0% opacity zones still appear lighter.
The bad result is visible in the beauty and refraction pass only, it is not a specular or relexion. And I guess it is an issue with the way the fog color is calculated, because with default settings in fog color, the inside object remains transparent.
(clic to enlarge)

Those images have been rendered with vrayNext GPU RTX (update 3.1), but it is the same with CUDA, or VrayNext (cpu).
I tried many things (almost everything I think) :
- inside object with or without a shell modifier
- GI on/off
- simpliest material for the inside object (default vraymtl with only opacity map)
- opacity slot : 8/16/32 bits opacity map, GradientRamp, map inside a vrayHDRi, vraycolor full black, etc.
- trace reflexion off
- textures in 8/half/float in the Perf section
- vraylight (dome + hdr), simple vraylight, standard lights (all types of shadows)
- normal/clip/stochastic for opacity mode (vraynext cpu only)
- energy preservation RGB/Monochrome
- fog unit scaling on/off
- object properties : visible to cam or not, etc.
- with object properties > visibiliy set to 0 (only), of course I dont get the lighter effect, but as far as I know I can't control it with a map, right ?
- vray properties : everything (matte, alpha contribution -1, etc.)
etc.
Any idea to deal with it ?
Regards,
I'm working on emeralds, and I have an issue with the fog (fog color in vrayMtl).
Natural emeralds often have bubbles, inclusions and fractures in it. To achieve that, I planned to place objects inside the emerald.
It works for bubbles and inclusions (rocky object inside), but it doesn't for the fractures ("simples" objects inside the stone (vraymtl + diffuse, reflect, bump, opacity etc.)
The fog color doesn't seem to react very well with the opacity of those objects.
As you can see on the following image, even 0% opacity zones still appear lighter.
The bad result is visible in the beauty and refraction pass only, it is not a specular or relexion. And I guess it is an issue with the way the fog color is calculated, because with default settings in fog color, the inside object remains transparent.
(clic to enlarge)

Those images have been rendered with vrayNext GPU RTX (update 3.1), but it is the same with CUDA, or VrayNext (cpu).
I tried many things (almost everything I think) :
- inside object with or without a shell modifier
- GI on/off
- simpliest material for the inside object (default vraymtl with only opacity map)
- opacity slot : 8/16/32 bits opacity map, GradientRamp, map inside a vrayHDRi, vraycolor full black, etc.
- trace reflexion off
- textures in 8/half/float in the Perf section
- vraylight (dome + hdr), simple vraylight, standard lights (all types of shadows)
- normal/clip/stochastic for opacity mode (vraynext cpu only)
- energy preservation RGB/Monochrome
- fog unit scaling on/off
- object properties : visible to cam or not, etc.
- with object properties > visibiliy set to 0 (only), of course I dont get the lighter effect, but as far as I know I can't control it with a map, right ?
- vray properties : everything (matte, alpha contribution -1, etc.)
etc.
Any idea to deal with it ?
Regards,
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