Hi there,
I have this fur mesh(as planes opacity mapped). As you can see, opacity map rendering with problems: the light colored areas are rendering wrong. FurBase is a dark grey color (rgb 32).
I made a search and notice that this has been a known bug.
The problem is present both in progressive or bucket mode. I tried stochastic and clip mode as well and unfortunately there is still the problem.
I use 3dsmax 2016 and Vray 3.60.04 and sending my material setup. (very basic mapped diffuse channel and opacity)
Is there any solution for this so far?
So please help. How can I proceed?
Thanks for the reply!
Sorry for forgetting to mention that.
Rendered with a rayHDRI map instead of a regular bitmap, with elliptical filtering (blur=1) and render was still with the same problem unfortunately.
Yes. But seeing as the spots appear more on the surface rather than inside I don’t think it will change anything, although trying doesn’t hurt.
All things aside, your fur looks quite amazing. I’ve tried messing with Fur and Hair modifier for a day and couldn’t get a result that looked that natural. Care to share a bit of your workflow?
No it doesnt.
The spots are not present on DirectLighting pass and LightingPass. Only on GI pass.
Played with LC settings but not solution.
Made a test with BF+BF and the spots are still on GI pass.
Thank you very much.
Happy to hear this because tried different methods as well. Finally I modeled the planes in zbrush and mapped as plane so that I can put a opacity map and created the opcaity map in Photoshop.
To be honest you already tested everything I could think of, but as a last try uncheck GI caustics and see what will happen ..sometimes I get white spots and that remove them .