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Alfa contribution for dome light texture

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  • Alfa contribution for dome light texture

    Hi,

    I see in the current built "alpha contribution" @ light dome texture is missing at all.

    Why is not set by default that the bitmap for dome light contributes with 0 at alpha channel? It is more logical that way I believe.

    Thanks

  • #2
    Did you send a bug ticket? I think it should be on the list.

    I ask me for what can be used the shadow texture? Or is it UI bug?
    www.simulacrum.de - visualization for designer and architects

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    • #3
      Hi Guys
      The V-Ray Dome light doesn't have alpha contribution even in Max. It is not a missing feature. Why you need the alpha contribution in the dome light? If you don't want the dome light to be visible in the background just make it invisible. Then you will have the alpha mapping that you are looking for.

      Best

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      • #4
        Hi,

        I'm not able to track my sent messages, but I reported that to Corey some time ago (he has confirmed to me that alfa contribution filed is existing but not working). I don't remember which buid was that, but it was removed in the next one already.

        Fernando, I'll try what you suggest, as it seems way smarter than what I do every single day -shame on me

        (I render an additional image with overwrited materials and hidden dome, it takes up to 20sec., than I save the alfa as png)

        thanks again!

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        • #5
          Originally posted by fpedrogo View Post
          Hi Guys
          The V-Ray Dome light doesn't have alpha contribution even in Max. It is not a missing feature. Why you need the alpha contribution in the dome light? If you don't want the dome light to be visible in the background just make it invisible. Then you will have the alpha mapping that you are looking for.
          Best
          The "invisible" option is a way I have overseen, but general I would like to see an alpha option. The visible background is good for:

          * the rendering with alpha and visible background shows an edge antialiasing that based on the object color and the background
          * user can later decide to use the rendering with or without background, both ways stay open without the need of an extra rendering
          * the user can edit object and background independent from each other, if he use two layers created from the rendering

          The dome light should be able to be used as replacement for the GI/background/refl/refr environment. The classical environment allow to direct render an alpha with visible background, so it would be nice if the dome light would follow this way too.
          www.simulacrum.de - visualization for designer and architects

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