VrayMtl: Don't affect Alphachannel checkbox

Transparent objects → dark alphachannel
Vraymtl → white like opaque materials.

A workaround would be an checkbox in the mtl like in the wrapper, which we don’t want to use since it’s a step back in usability.

Vlado, after more than a year working with vray ,i can say that we do not understand why such *BASIC* and for the everyday work important feature is still not integrated.

Get me wrong if it helps you investing time to fix that problem, because this feature is on the list since too long.

Well, since VrayMlt use refraction channel to make the transparancies it makes sence that White=100% Refraction and black=0% refraction, or do you mean that should be in other way around?

I would love to see a transparency slot in VrayMlt thought…

Gonçalo

I think it would be nice if when “trace refractions” is turned off that the refraction slot would behave like an opacity slot.

White, where an object is and nothing(black) where no object is.
A transparent object is not only transparent and “semi-nothing” but has also some kind of falloff in alphachannel and exactly that is something we always have to use.. and now we have to use max mtl on such objects where vray do a much better job.

Second that Eric! :smile:

Gonçalo

Eric, just open another wishlist topic :wink: …, my wish isn’t a wish, but an missing feature since the vraymaterial exist .. even finalrender can create the right alphachannel ;.(

Sorry, thought it was closely related 8)

Ok, ok, I got the idea… will see what can be done.

Best regards,
Vlado

Dschaga and all: get the new h build. The alpha channels for refracting objects are perfect! I’m using it in a production scene right now, and it is really making my life a lot easier.

cool 8)
thanks dschaga for knocking!
thanks vlado for implementing!
i remember discussing this topic in the old delphi forum…

-oconv

Time to bump this topic.

Since 2 1/2 years we have a workaround but no solution for one of the basic feature a renderer should have.

vlado .. i think 1.5 is coming soon :wink: ,so please do the pro users, who need a working alphachannel, a favor … ok?


The reflection are also used by vray to calculate the alpha channel ..and this can’t be correct!

got me?

can you show me an example with the other render packages? and possibly the comped comparison?

is it ignorance? :frowning:

not really. seems natural to me that glass is going to have some sort of effect on the alpha. the more glass you put together the more effect it has. i just want to see an examle of what you want which you said other rendering packages can do. visable examples of what you want will explain better a visual example of what you dont want set by itself

ok … sorry .. da_elf your aswer wasn’t serious - mine too, because you are not interrested in solving a problem.
You think i try to harm vray by asking for solutions of a Problem.

You ask me how other render will render this scene? What has it to do with the vray output?

Anyway ..i’m not interrested anymore in showing problems of vray to solve it.

i am serious. your saying you want your alpha channel to do something in particular which you said the other rendering packages do. you showed an example of what vray does and that you dont want it to do it that way. im not putting you down. i genuinly want to see the results that you DO want. not the results you DONT want. this way you would be one step closer to people being able to help you get what you DO want out of vray

EDIT..ok ok. i read throiugh the posts again and see that you did not infact say that other renderers could do it. you said its something every renderers should be able to do. im just having a hard time understanding what you want. you basically want that glass should have pure black for alpha channel?

Can you see the 90° edges?

They are flipping from bright gray to dark gray, which means that the alphachannel is inconsistent for objects like glas fassades - which means problems with animations from time to time and on hires images we really often have to clean the alpha channel with photoshop.

It also looks like the alphacannel is influenced by internal reflections or refractions (i’m not sure). The results are also independent of having double-sided or Reflect on the back side checked. ..so i think this is a bug or a wrong intepretations of RL.

and about our little infight: *g* - ok?
..let us go on with the little flame here

yes. i see what you mean. im wondering if its supposed to be physically correct or of its a bug