Got a problem with IPR: two objects which have a material with Fog Color applied render black in IPR.
It renders fine in ADV, also with progressive sampler. Trace depth is 12 in both cases. the inside of the glass screen has a BlendMtl for the primer at the edges. But even if I set blend amount to 0, it still doesn’t work. Please take a look at the attached images. Is this a known bug?
Here are the parts. Just place any image into the environment background so to see through see glass.
No modifiers apart from a UVW map. ipr_fog_problem_01.zip (858 KB)
I remember we looked into it, and the problem was something about the 3ds Max Falloff map, as far as I remember. Not sure it’s fixed though - will check. We have similar issues with the 3ds Max boxed mapping texture.
So the actual reason is a bit more convoluted as our QA guy pointed out. The upper geometry has a refractive material applied. The one below has a blend material with the same refractive material as base. It seems that the normal Adv renderer “sees” the geometry at the bottom as part of the same material/geometry and makes it refractive like it has volume, while IPR treats them like two separate materials thus making the upper geometry black. We need to figure out what to do about that.
They need to have the same material; it’s not necessary for them to be one object. You can maybe use VRayMultiSubTex to have different properties on the surfaces.
Very OT Oliver but how do you manage to render a viewport background? When i plug an image to viewport background i get black render everytime. Or did you mean the evnironment and not background?