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Unfortunately this element is not supported in vray at the moment. Vladimir will probably have more info for you.
My workaround for the moment is to disable GI in modo and turn off all other render outputs and render this one output in modo directly. It goes fairly quick rendering it alone.
Unfortunately this element is not supported in vray at the moment. Vladimir will probably have more info for you.
My workaround for the moment is to disable GI in modo and turn off all other render outputs and render this one output in modo directly. It goes fairly quick rendering it alone.
it's seems it's supported, i have latest nighlies build. but I got ID pass with very bad antialiasing...
can't find solution
it's seems it's supported, i have latest nighlies build. but I got ID pass with very bad antialiasing...
can't find solution
That is what I meant, it renders but without AA. If you need it for the moment just render the ID pass in modo. If you search this forum I remember this has been discussed a long time ago, maybe you can get more info there.
In V-Ray main properties in Render element you have a checkbox "antialias masked render outputs" - it should solve your problem.
Cheers
Jakub
Hi Jakub
This does not work for me. Render ID still have no AA
The tooltip say something about alpha masks. I cannot see the difference on my rendered masks. Vladimir might be able to shed some lights here. I cannot find this in the help either, so I am not sure what it does.
Hi Jakub
This does not work for me. Render ID still have no AA
The tooltip say something about alpha masks. I cannot see the difference on my rendered masks. Vladimir might be able to shed some lights here. I cannot find this in the help either, so I am not sure what it does.
Yes, the "antialias masked render outputs" option is intended for anti-aliasing masked alpha outputs, when you are rendering the scene with very simple materials, which will result in V-Ray not taking enough image samples to anti-alias the alpha outputs properly. DON'T USE IT when you are doing normal rendering with complex materials, as it can slow down the rendering A LOT.
See the discussion that starts here : http://forums.chaosgroup.com/showthr...697#post656697
hi all,
why I get bad antialiasing on edges in render ID pass? any suggestions?
thanks
There is no anti-aliasing because the Render ID is an integer and integer render elements cannot be blended. It is the same in V-Ray for 3ds Max with the VRayRenderID element.
But MODO's Surface ID is supposed to do something else. I will try to make it work properly and let you know here when it is available in the nightly builds.
My workaround for the moment is to disable GI in modo and turn off all other render outputs and render this one output in modo directly. It goes fairly quick rendering it alone.
Sorry for making you use this workaround for so long. I think I can make it work almost the same in V-Ray as it works in MODO, and since it will work with V-Ray's anti-aliasing, hopefully you won't have the issues you mention here. http://forums.chaosgroup.com/showthr...403#post648403
For tomorrow's nightly build ( 2016.06.16 ), the Surface ID Render Output is now a color, so it will be properly anti-aliased.
Also, it will generate a different color for different materials within the same mesh item, unlike before.
It should be much closer now to what you will get out of the MODO renderer.
Note that, if you are rendering with simple materials just to create the Surface ID output, the adaptive sampler will most likely not pick up the edges between the materials.
In this case, switch to the Fixed sampler with 3 or 4 subdivs.
I've also added support for the following texture modes, which are based on the same surfaceID:
- Variation texture's 'Item' mode;
- Gradient texture's 'surfaceID" input;
- Texture Locator's 'Surfaces' mode for the 'Random Texture Offsets' channel;
Surface ID now works fine bt rendering is much slower...
This shouldn't be the case, there will be some overhead, but it should be very low.
Can you compare exactly the same scene with the same settings with and without the surfaceID ?
Or send me the scene.
also, is there possibility to fix z-depth pass antialiasing
AA should be working on the depth pass. You might want to remap the values, as they might be very large and won't get blended properly with a black background.
Also the same thing that applies to the surfaceID, also applies to the z-depth, both won't be considered by V-Ray when choosing what amount of image samples to use.
So you might want to render them separately (with a simple material on all objects) with the Fixed sampler with 3 or 4 subdivs.
Hey sorry to hijack the thread a little but I don't seem to be able to start a new one and this is relevant.
Anyways. I am rendering with Raw passes. and I am getting what looks like anti-aliasing hot edges or something on the rebuild that isnt in my beauty pass.
I'm rebuilding in nuke and have checked all the comp possibilities.
I think it is something in my render settings or how I have set up the scene which is causing this? I;ve tried a bunch of things Including 'consider anti-aliasing' and it doesn't seem to make a difference.
All the objects are on one layer etc so the alpha does not contain edge pixels for overlapping geometry. and I have separate raw light select passes for around 10 lights.
Does anyone have any suggestions? I have a dropdox set up with my network and a frame of my exr in.
I'm a final year student at BU university so apologise if my industry knowledge isnt quite up to scratch.
Hey sorry to hijack the thread a little but I don't seem to be able to start a new one and this is relevant.
Anyways. I am rendering with Raw passes. and I am getting what looks like anti-aliasing hot edges or something on the rebuild that isnt in my beauty pass.
I'm rebuilding in nuke and have checked all the comp possibilities.
I think it is something in my render settings or how I have set up the scene which is causing this? I;ve tried a bunch of things Including 'consider anti-aliasing' and it doesn't seem to make a difference.
All the objects are on one layer etc so the alpha does not contain edge pixels for overlapping geometry. and I have separate raw light select passes for around 10 lights.
Does anyone have any suggestions? I have a dropdox set up with my network and a frame of my exr in.
I'm a final year student at BU university so apologise if my industry knowledge isnt quite up to scratch.
Are you using V-Ray for MODO or V-Ray for Max/Maya ?
What are your color mapping settings ? In V-Ray for MODO, I am incorrectly applying color mapping to some render elements, which shouldn't have it applied, like Diffuse Filter.
You can disable this behavior by unchecking the checkbox marked in this screenshot:
In the future, this check-box will most likely be ignored and color mapping will be applied or not, based on the type of render element, with no option to change it.
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