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  • Glass alpha problem - no solution ?

    I can´t find a solution for rendering a correct alpha channel with my glass material. I´ve set everything according to threads in this forum and tried several things but still VRay does not render correctly.

    As you can see in the rendering, there are windows on the back side of the house. The front windows render correctly in matters of alpha channel, but everything behind is also transparent, meaning the window frames are not visible in the alpha channel.

    Does anyone know a solution for this ?
    Attached Files

  • #2
    Is you glass set to a matte in the vrayproperties or a wrapper?
    Eric Boer
    Dev

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    • #3
      neither of both. Attached a screenshot of the vray object properties and the material does not use a wrapper. I´ve tried this, but its also not the solution...
      Attached Files

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      • #4
        What is your glass material? Does it have the "affect alpha" checkbox?

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          Please see material screenshot above. Its the vray material with refraction glossy 1.0 (as mentioned in other threads and vray help) and affect alpha checked...

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          • #6
            does enabling fresnel for the reflections make a difference?
            Eric Boer
            Dev

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            • #7
              2nd RErender's suggestion..
              www.peterguthrie.net
              www.peterguthrie.net/blog/
              www.pg-skies.net/

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              • #8
                No, Fresnel on / off makes no difference.

                It seems that irradiance map is rendering the alpha channel correctly, but not light cache and not the final render pass.

                any more ideas ?

                I´ve read that SP3 might solve this problem. Any chance to get access to the beta version ?

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                • #9
                  Originally posted by peterguthrie View Post
                  2nd RErender's suggestion..
                  I´ve also tried this, but the result is an alpha channel with wrong
                  geometry in it. So this also does not work...

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                  • #10
                    Sp3 resolves the alpha problem with blurry refractions.
                    In your case it shouldn't make any difference, imo.
                    Lasse Kilpia
                    VFX Artist
                    Post Control Helsinki

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                    • #11
                      yep, it should be working from what i can see.

                      try taking off interpolation on the refraction, theres no need for it anyway if the glossiness of the refractions is at 1.0
                      www.peterguthrie.net
                      www.peterguthrie.net/blog/
                      www.pg-skies.net/

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                      • #12
                        Thanks, I see. But what might be the problem then ? I don´t see why this isn´t working ....

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                        • #13
                          Can you post a scene? Even just a stripped down one with the glass, walls, and a ceiling...
                          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.

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                          • #14
                            make sure glass is not a plane (1 sided).. ?
                            My Homepage : http://www.pixelstudio.nl

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                            • #15
                              or that you have no coplanar faces in your glass objects...
                              Last edited by obeth; 05-03-2009, 04:27 AM.

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