We're running into an interesting problem. The general rule with transparency and matting is that if you want your transparency to work (and not have halos around your objects) you need to render with a black background.
But when we follow this method, we're getting less reflections from our environment when that environment is traced through an object with refraction
The second image (no-alpha-details.jpg) is an example with a VRay sky in the Max Environment slot and no VRay overrides. The glass is simple 1.6 IOR with affect alphas and affect shadows checked on .
Now, if we setup for a black background by putting black in the Max Environment slot and moving the VRay Sky to the VRay Environment Overrides, we get the first image (alpha-details.jpg).
Notice how there is significantly less reflection on the chair. As far as I can tell, it appears that the reflection on the seat is using what is traced from the refraction of the glass. In this case since our environment refraction is black (necessary to avoid the alpha pre-multiplying halos) we're getting black in the glass refraction, and hence, black in the chair reflection instead of the reflection environment.
Is there any way to solve this? I would expect to get the same reflection results as in the first example, but I'm unsure whether this is a bug, or if it isn't, how to achieve the same results.
But when we follow this method, we're getting less reflections from our environment when that environment is traced through an object with refraction
The second image (no-alpha-details.jpg) is an example with a VRay sky in the Max Environment slot and no VRay overrides. The glass is simple 1.6 IOR with affect alphas and affect shadows checked on .
Now, if we setup for a black background by putting black in the Max Environment slot and moving the VRay Sky to the VRay Environment Overrides, we get the first image (alpha-details.jpg).
Notice how there is significantly less reflection on the chair. As far as I can tell, it appears that the reflection on the seat is using what is traced from the refraction of the glass. In this case since our environment refraction is black (necessary to avoid the alpha pre-multiplying halos) we're getting black in the glass refraction, and hence, black in the chair reflection instead of the reflection environment.
Is there any way to solve this? I would expect to get the same reflection results as in the first example, but I'm unsure whether this is a bug, or if it isn't, how to achieve the same results.
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