Hi! We have been testing the MaterialX rendering capabilities of V-Ray, especially in regard to MaterialX shaders referenced in USD files that are, in turn, referenced by 3ds Max as a USD stage.
I've noticed that transmissive Standard Surface shaders seem to render fully opaque, no matter the values you use. Opacity seems to work as expected, though.
Here's a rendering of the USD file with a MaterialX reference in V-Ray 7:

The white material is supposed to be fully transmissive, yet it shows completely opaque:
My question is: are refractive MaterialX shaders currently not supported, or would I need to setup my MaterialX or USD files in a different way?
I'm attaching the USD file with the MaterialX shaders for reference.
I've noticed that transmissive Standard Surface shaders seem to render fully opaque, no matter the values you use. Opacity seems to work as expected, though.
Here's a rendering of the USD file with a MaterialX reference in V-Ray 7:
The white material is supposed to be fully transmissive, yet it shows completely opaque:
Code:
<?xml version="1.0"?> <materialx version="1.38"> <standard_surface name="material__7_Shader" type="surfaceshader" nodedef="ND_standard_surface_surfaceshader"> <input name="base_color" type="color3" value="1, 1, 1" /> <input name="specular_color" type="color3" value="0, 0, 0" /> <input name="specular_roughness" type="float" value="0" /> <input name="transmission" type="float" value="1" /> </standard_surface> <surfacematerial name="MT_material__7" type="material" nodedef="ND_surfacematerial"> <input name="surfaceshader" type="surfaceshader" nodename="material__7_Shader" /> </surfacematerial> </materialx>
I'm attaching the USD file with the MaterialX shaders for reference.
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