Announcement

Collapse
No announcement yet.

Mask error with VRayBlendMtl

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Mask error with VRayBlendMtl

    Hey there,
    masks from VRayMaterials connected to a VRayBlendMaterial render wrong when the blend amount is not 1 or 0. Please look at the attached images to see what is happening. One VRayMaterial is yellow, the other is pink and they are blended with a ramp. The mask switches from one to the other Multimatte ID at the position where the ramp value is 0. I would expect the mask to fade out according to the ramp.

    I also have attached a Maya file for examination.

    Windows 10
    V-Ray 4.12.01
    Maya 2018.6

    Cheers, Florian
    Attached Files
    Florian von Behr
    CG Supervisor
    The Scope GmbH
    Behance

  • #2
    This seems somewhat similar to the problem I had when attempting to connect a single output channel from a ramp to all three color inputs on the blend amount attribute of a blend material. Still haven't had meaningful feedback on this.

    Comment


    • #3
      A few observations, before I can draw any conclusions as to whether this is a bug or it is the expected behavior:
      - if there was a gradient in the IDs - how would you select your material in post based on ID? You wouldn't have one value or even values within a range, but rather a gradient between two values with interpolated values in between?
      - it seems that the materialID render element will give you the result you would expect - you just need to set a color for the material ID attribute in each material's extra V-Ray attributes section.
      Alex Yolov
      Product Manager
      V-Ray for Maya, Chaos Player
      www.chaos.com

      Comment


      • #4
        Hey Alex,
        Originally posted by yolov View Post
        - if there was a gradient in the IDs - how would you select your material in post based on ID? You wouldn't have one value or even values within a range, but rather a gradient between two values with interpolated values in between?
        I would separate the R, G and B channel of the mask in post. I would expect each mask to reflect the visibility of the shader in the final render. So the red channel would be a gradient representing the visibility of the yell shader and the green channel would do so for the pink shader.

        Originally posted by yolov View Post
        - it seems that the materialID render element will give you the result you would expect - you just need to set a color for the material ID attribute in each material's extra V-Ray attributes section.
        If I use the Material_ID instead of Multi_Matte render element, the resulting is correct. I would expect that the Multi_Matte would look identical to the Material_ID if the same colors are used (e.g. red and green). This is not the case.

        Cheers, Florian
        Florian von Behr
        CG Supervisor
        The Scope GmbH
        Behance

        Comment


        • #5
          We can certainly look into why this is behaving like this with MultiMatte, but I hope that in the meantime you can use the MaterialID as a workaround.
          Alex Yolov
          Product Manager
          V-Ray for Maya, Chaos Player
          www.chaos.com

          Comment

          Working...
          X