Hi,
I'm enjoying update 1. I was very excited to see that there is a new way of how the translucency/transparency for VRayMtl is being handled. But I have some questions:
1. If Translucency is set to None then there is access to Fog Color and Depth. Do I understand correclty that there is no more option to control the fog bias? Before you could customize the transition gradient controlling the fog bias.
2. In both SSS and Volumetric its very easy to get really strange colors which always seem to be the oposite of whatever color you wanted to chose. So for example if choosing a reddish fog color / scatter radius you will get a lot of cyan colors. Is that something expected / physically accurate? Its a bit frustrating from an artist perspective
3. RefractionColor should be set to white and DiffuseColor to black for Volumetric/SSS mode or what is the intented settings to work phyiscally accurate?
4, In the VRayDocs for VRayMtl it states that Volumetric Mode takes RefractionColor/Glossiness into account while SSS does not. But RefractionColor/Glossiness also seem to influence the result in SSS Mode
5. The SSS amount set to 1 seems to create weird results/colors for most materials, while settings around 0.1 or so seem to give much more predictable results. Is there a reason why 1 is the default or is there any problem to use lower SSS amount values?
6. The Docs state that the GI bounces need to be set to at least 16 (!) in order to work. That means any scene using the new translucency has to set the BruteForceGI bounces to 16 at least? How about in IPR mode in the VFB?
Thanks for the clarification!
I'm enjoying update 1. I was very excited to see that there is a new way of how the translucency/transparency for VRayMtl is being handled. But I have some questions:
1. If Translucency is set to None then there is access to Fog Color and Depth. Do I understand correclty that there is no more option to control the fog bias? Before you could customize the transition gradient controlling the fog bias.
2. In both SSS and Volumetric its very easy to get really strange colors which always seem to be the oposite of whatever color you wanted to chose. So for example if choosing a reddish fog color / scatter radius you will get a lot of cyan colors. Is that something expected / physically accurate? Its a bit frustrating from an artist perspective
3. RefractionColor should be set to white and DiffuseColor to black for Volumetric/SSS mode or what is the intented settings to work phyiscally accurate?
4, In the VRayDocs for VRayMtl it states that Volumetric Mode takes RefractionColor/Glossiness into account while SSS does not. But RefractionColor/Glossiness also seem to influence the result in SSS Mode
5. The SSS amount set to 1 seems to create weird results/colors for most materials, while settings around 0.1 or so seem to give much more predictable results. Is there a reason why 1 is the default or is there any problem to use lower SSS amount values?
6. The Docs state that the GI bounces need to be set to at least 16 (!) in order to work. That means any scene using the new translucency has to set the BruteForceGI bounces to 16 at least? How about in IPR mode in the VFB?
Thanks for the clarification!
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