I often use duplicated parts of the original surface geometry to create decals, with a distance of 0.1 or even 0.01 millimeters between both of them. There may be other methods but most of the time I'm happy with this one.
Recently I prepared a device roughly the size of a coffee machine with a logo and some writing applied to it, both with opacity maps. The product renders looked fine, but when I integrated the device into a rather large scale setting with a camera distance of about 15 meters, some shading issues started to occur in the transparent parts of the decals. And at some point these transparent parts become totally black.
I isolated the issue in this little scene, just move the camera back and forth and you'll see what I mean.
https://we.tl/t-jeytsFkP9G
You can fix it by increasing the distance between the decal and the underlying surface, but nonetheless it would be interesting to know what this is. Is there some sort of ray bias parameter to fix it? And why are only the transparent parts of the material affected?
Recently I prepared a device roughly the size of a coffee machine with a logo and some writing applied to it, both with opacity maps. The product renders looked fine, but when I integrated the device into a rather large scale setting with a camera distance of about 15 meters, some shading issues started to occur in the transparent parts of the decals. And at some point these transparent parts become totally black.
I isolated the issue in this little scene, just move the camera back and forth and you'll see what I mean.
https://we.tl/t-jeytsFkP9G
You can fix it by increasing the distance between the decal and the underlying surface, but nonetheless it would be interesting to know what this is. Is there some sort of ray bias parameter to fix it? And why are only the transparent parts of the material affected?
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