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Reflections/Refractions alpha issue

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  • Reflections/Refractions alpha issue

    Apologies if I'm looking at this wrong or answer should be super obvious (and please correct me if so), but the following doesn't seem correct.
    Glass-like material complete render, and one with a grey box behind, looks fine until you take into account the alpha...
    Click image for larger version

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    Alpha with reflections and refractions affecting all channels:
    Click image for larger version

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    Above appears too dark? Resulting in overly transparent image:
    Click image for larger version

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    Whereas the two alphas individually rendered appear more correct:
    First, alpha with reflections affect all channels, and refraction color only ...and... Second, alpha with reflections color only, and refraction affect all channels
    Click image for larger version

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    ...I can composite/matte separately, but it seems like I'm working around a strange issue... or am I being dumb?

    Thanks!

    This example scene:
    ReflectionsRefractions.zip

  • #2
    Presuming not a simple workflow error?
    Emailed to support:

    Title: 'Reflections/Refractions alpha issue - 3ds max'
    21:22 10/18/2016

    ticket #966143
    Last edited by Gro; 18-10-2016, 01:28 PM.

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    • #3
      Weirdly, when I render it I get this with the box unhidden.

      Click image for larger version

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      Comment


      • #4
        There is no meaningful result that V-Ray can give you if you enable the alpha for both reflections and refractions - at least I have no idea what it is supposed to look like.

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

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        • #5
          Shouldn't the a combined alpha look something like this?
          Click image for larger version

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          (Similar to adding the 2 alphas but actually done with via the rgb + pure white environment/reflection)

          +In the original setup we'd want something like the above as an alpha, with rgb result being unmultiplied? ... Or is that around the area that v-ray runs into trouble?

          Is there no way of getting at that point/info/result from the renderer? At the moment we seem to be compositing the rgb and tracing/matting in one of the 2 alphas as per effect channels option?
          And when setting both refract and reflect to effect all channels/alpha we end up with something that looks like one of the alphas almost takes away from the alpha result?
          ... The rgb channel remaining blind/unaffected by the material option/process...?

          (You'll have to excuse the accuracy - or lack thereof - of how I *think* this maybe working or not).

          ... Is it not possible to modify or correct this result?




          Small aside/apology:
          Originally posted by Deflaminis View Post
          Weirdly, when I render it I get this with the box unhidden.
          Sorry that is the result from the 'Glass_Refract_AllChannels' material (refract only effect all channels) which I left on the model in sample scene. Changing the material to 'Glass_AllChannels_Both' from material sample slots (both reflection and refraction effect all channels) - or by changing said options on the assigned mat - will produce results like my first example. My bad; didn't leave sample scene in clearest state.
          Last edited by Gro; 24-10-2016, 11:01 AM.

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