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  • Glass Alpha Contribution

    Vray 2.4.04 & Vray 5


    Imagine a simple building with glass windows. You can see inside the building and also out through the windows on the other side of the building.

    The glass has an Alpha Contribution of something less than 1.0 (for example 0.1). When rendered... the resulting alpha shows opaque walls on the other side of the building with an alpha of less than 1.0. For proper compositing... I need the alpha of those far opaque walls to be 1.0. (Anything less than 1.0 will show the background through the walls when composited).

    See the attached images.

    Click image for larger version

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    Click image for larger version

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    If I make the glass hidden or I set the glass Alpha Contribution to 0, the far walls show properly as alpha = 1.0... but there is no proper alpha shown for the see-thru glass areas then.

    Is there some way to have the far walls show as alpha = 1.0 while also showing the proper alpha for the see-thru glass areas?

    Thanks!
    Attached Files
    Sincerely,

    Mike Truly
    ----------------------------------------------------------------
    Truly Media
    http://www.trulymedia.com

  • #2
    Normally you leave the alpha contribution as 1 and set your refraction in the glass material Affect Channels to "Color+alpha". This will give you what you want.
    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

    Comment


    • #3
      Thanks for the ideas! Unfortunately, that didn't work for me. The glass material was already Color+Alpha. When the glass Alpha Contribution = 1.0... I get this in the alpha:

      Click image for larger version

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      The solution (so far) has been to comp two alpha passes together to get the proper alpha for compositing:

      Click image for larger version

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      I was hoping there was a Vray setting which would do this directly but I guess not. For now, this workaround works.

      Thanks again.
      Sincerely,

      Mike Truly
      ----------------------------------------------------------------
      Truly Media
      http://www.trulymedia.com

      Comment


      • #4
        By chance do you have the reflection's "Affect Channels" set to Color+alpha as well? Setting this to "Color only" should fix this.
        Last edited by dlparisi; 14-04-2021, 10:11 AM.
        www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

        Comment


        • #5
          Also bear in mind that with gpu this 'feature' is borked
          Cpu is fine.
          https://www.behance.net/bartgelin

          Comment


          • #6
            dlparisi

            Thank you very much!!

            Indeed, it was the glass material Reflection>Affect Channels>Color+Alpha setting causing this issue. When switched to Color Only, the alpha result is as desired.



            Thanks again.
            Sincerely,

            Mike Truly
            ----------------------------------------------------------------
            Truly Media
            http://www.trulymedia.com

            Comment


            • #7
              Glad to help!
              www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

              Comment


              • #8
                Originally posted by fixeighted View Post
                Also bear in mind that with gpu this 'feature' is borked
                Wait, what?

                https://www.behance.net/Oliver_Kossatz

                Comment


                • #9
                  As in https://forums.chaosgroup.com/forum/...-alpha-channel
                  https://www.behance.net/bartgelin

                  Comment

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