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VRay 2.0 - Still a Fog Problem with non-correct Geometry

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  • VRay 2.0 - Still a Fog Problem with non-correct Geometry

    I hoped this was fixed but VRayMtl Fog still doesn't work correctly on interpenetrating geometry.

    It still creates black parts where the geometry normal is flipped... because everything is
    raytraced I hoped a correct "render normal" would be evaluated...

    Thanks, Rob

    Click image for larger version

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  • #2
    How many trace u use? Maybe u need more...
    CGI - Freelancer - Available for work

    www.dariuszmakowski.com - come and look

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    • #3
      I think it's not a problem of the number of traces, please try the example...

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      • #4
        Has anybody solved this with a different shader maybe?

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        • #5
          Originally posted by rs3d View Post
          It still creates black parts where the geometry normal is flipped... because everything is
          raytraced I hoped a correct "render normal" would be evaluated...
          It would rather be the other way round - because everything is raytraced, you must use correct normals. V-Ray heavily relies on normals being correct in many places, and there is no fast way to guess them.

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

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          • #6
            Thanks, but is there a way to create correct distance fog / depth effect
            for non-correct meshes?

            Would be great to have a transparency based on the actual thickness of the
            object along the ray? Or a scanline solution maybe?

            Thanks in advance, Rob

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            • #7
              Originally posted by rs3d View Post
              Thanks, but is there a way to create correct distance fog / depth effect
              for non-correct meshes?
              Not sure; in any case it will likely be quite slow.

              Would be great to have a transparency based on the actual thickness of the
              object along the ray? Or a scanline solution maybe?
              Nope, scanline rendering has nothing to do with it.

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

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              • #8
                Mental Ray handles it easily with Parti Volume... and it isn't slow... just the wrong renderer

                Please check the scene Vlado...

                Thanks in advance, Rob
                Attached Files

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                • #9
                  <shrug> mental ray is mental ray, V-Ray is V-Ray. There is no way to get this effect with V-Ray at the moment. VRayEnvironmentFog can be made to work in such cases, but not VRayMtl.

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

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                  • #10
                    But VRayEnvironmentFog also relies on the normal of the object, so there would be black spots as well...

                    Thanks, Rob

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                    • #11
                      Right now, yes; what I meant was that it can be reworked a bit.

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

                      Comment

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