Hi Alex, I will send you a stripped down version of my scene today which shows the issue. Thanks
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V-Ray Next - bad AA on Utility renders
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This will be most helpful. PM me on the forums or send the scene or a link to it to alexander.yolov@chaosgroup.com and I'll have a look.
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Originally posted by yolov View PostThis will be most helpful. PM me on the forums or send the scene or a link to it to alexander.yolov@chaosgroup.com and I'll have a look.
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After we did some testing, it seems that indeed the cheat to add an extraTex with VRayDirt doesn't work anymore. This started with the introduction or the variance based sampling method in VRay 3.3 and is a side effect from it.
In this specific project, a default grey VRayMtl as a layer material override solves this (at least in my tests), but might not work for other cases. For example, the scene we inspected didn't propagate reflections and refractions to the alpha, so it was sage to do a material override.
We'll try and figure out a solution in a way that nothing special needs to be added to force V-Ray to sample the utility aovs.
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Thanks for the update and confirming the AO trick no longer works.
Would be interested to hear of any developments on this going forwards.
The material override workaround has been noted, however, in this instance, it would render our "cryptomatte_material" element useless in comp so we have opted to raise the min AA subdivs.
Thanks again for looking into it.
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