Volume Materials and opacity light sources Produces wrong results

Hi, we have a problem with corona when using light sources (real lights or self illumination)
If you have a global volume material or a volume effect on the scene the opacity maps will have a halo effect visible on the diffuse channel and very visible on the alpha (i have tested cliping the maps in all ways) I have a small scene attached to see the problem.




Bug Corona.7z (1.37 MB)

I may be wrong, but it looks like “Transparent materials seen through global volume material (volumetric fog) may look incorrect.” described here, the example image with fire:
https://support.chaos.com/hc/en-us/articles/4528311915025-Known-bugs-and-limitations

Can you check if the suggested solution helps in your case?

Hi, just tried the solution but what its doing is increasing the volumetric effect to the point nothing is visible and the “bug” is more pronounced, if i lower it the halo disappears but the volumetric effect too.


I have successfully reproduced and re-reported this issue. Sadly, I did not find any workaround. Perhaps the only option is rendering twice:

  • without the fog effects to get correct alpha channel
  • with the fog to get the expected beauty

Sorry for the inconvenience. I will report here if we find any reliable workaround or when this is fixed.

(Internal ID=956670590)