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REFLECTION FILTER / BUGS (problem)

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  • REFLECTION FILTER / BUGS (problem)

    Reflection filter, and reflection raw , when multiplied do not match up with the reflection pass. This doesn't appear to be a problem with pre\unpremultiplication as the differences show up inside a single mesh itself when one part occludes another, and not at the alpha edges.

    We've found that the base passes all add back up to the original beauty perfectly, but if we try a larger comp tree with the Filter passes (any of them) multed against the raw there are internal edging artifacts and a different final result.

    Any ideas?


    O.

  • #2
    Do you use any color mapping? Elements should be in linear color space before performing any operations on them.

    Anyways, there are some known issues with the raw elements due to the way they are calculated. Currently a work-around for this is to calculate the raw elements yourself from the regular element and its filter (f.e. reflection=raw_reflection*reflection_filter => raw_reflection=reflection/reflection_filter). This is going to be fixed in V-Ray as well.

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

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    • #3
      Its even in the diffuse, and with the diffuse i can't turn of the "color mapping"

      Has no affect.


      We want to use diffuse and mult against lighting..

      O.

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      • #4
        nope didn't use any color mapping..


        The edges between objects, are fringing.

        Renderman has the same issue. I wonder if theres a way to fix this with a "hot fix" or manual solution.

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