Hello VRay Team!
We have some interesting findings in regards to the worldPositions and worldNormals aovs that get created when using the VRayDenoiser aov.
The worldPositions pass that gets created with VRayDenoiser is unfiltered. This does not work with materials that use transparency with the opacity channel in materials (leaves etc). Except if the opacity mode is set to clip, then the sampler seems to be able to "look through" transparent faces.
Ah workaround for this is to manually add a VRaySamplerInfo aov with type:Point and coord system:World, name it worldPositions, and set it to filtered. This will override the worldPositions aov created by the denoiser or cause the denoiser not to create its own.
There is a similar issue with these opacity shaders in the worldNormals aov. When no bump is plugged in, the result can appear black when transparency is used, but when a bump map is plugged in, it works, but only when it's filtered. It feels very inconsistent.
Additionally the VRaySampleInfo does not allow the user to set the Output setting when the type:Point is selected. This means that a worldPositions aov created by the user uses the rgb channels while the worldPositions aov created by the denoiser uses xyz. This causes a lot of headaches in Nuke. Please allow the user to chose either to output color or vector data for the position pass.
We have some interesting findings in regards to the worldPositions and worldNormals aovs that get created when using the VRayDenoiser aov.
The worldPositions pass that gets created with VRayDenoiser is unfiltered. This does not work with materials that use transparency with the opacity channel in materials (leaves etc). Except if the opacity mode is set to clip, then the sampler seems to be able to "look through" transparent faces.
Ah workaround for this is to manually add a VRaySamplerInfo aov with type:Point and coord system:World, name it worldPositions, and set it to filtered. This will override the worldPositions aov created by the denoiser or cause the denoiser not to create its own.
There is a similar issue with these opacity shaders in the worldNormals aov. When no bump is plugged in, the result can appear black when transparency is used, but when a bump map is plugged in, it works, but only when it's filtered. It feels very inconsistent.
Additionally the VRaySampleInfo does not allow the user to set the Output setting when the type:Point is selected. This means that a worldPositions aov created by the user uses the rgb channels while the worldPositions aov created by the denoiser uses xyz. This causes a lot of headaches in Nuke. Please allow the user to chose either to output color or vector data for the position pass.
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