Problem with volume fog and opacity textures

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Re: Problem with volume fog and opacity textures

Postby Rikk The Gaijin » Thu Jul 30, 2015 1:58 am

Rikk The Gaijin Thu Jul 30, 2015 1:58 am
mist wrote:Try the alpha card one. I meant to say greyscale color texture, not float sorry

It works! Thank you mist! 8-)
The only problem is that my original material on the alpha card was a glossy material, and glossy doesn't have a Transmission slot, so I had to convert it to Diffuse, and I've lost the specularity...
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Re: Problem with volume fog and opacity textures

Postby haze » Fri Jul 31, 2015 2:31 am

haze Fri Jul 31, 2015 2:31 am
Glad to hear that works (except for the glossyness...) - just to help us get to the bottom of the issue, would you mind going back to the glossy material without transmission and flipping the normal of your alpha cards (either by a placement node rotation or using your modelling app), and see if that helps?
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Re: Problem with volume fog and opacity textures

Postby Rikk The Gaijin » Fri Jul 31, 2015 5:15 am

Rikk The Gaijin Fri Jul 31, 2015 5:15 am
Flipping the normal does not change anything, I still see the border on the glossy flat card.
To help you debug it, I made a simple scene to show of the problem, grab it from the link below.
https://drive.google.com/file/d/0B42Mj2 ... sp=sharing
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Re: Problem with volume fog and opacity textures

Postby stratified » Sat Aug 01, 2015 1:39 am

stratified Sat Aug 01, 2015 1:39 am
Rikk The Gaijin wrote:Flipping the normal does not change anything, I still see the border on the glossy flat card.
To help you debug it, I made a simple scene to show of the problem, grab it from the link below.
https://drive.google.com/file/d/0B42Mj2 ... sp=sharing


Thanks for the scene. We think we have figured out the problem but we will verify with your scene on Monday.

The problem is that direct light isn't evaluated anymore once the ray scatters behind the transparent plane (that is why it's slightly darker). Having a diffuse material with transmission works and a specular material works as well. To mimic your glossy material, you could use a mix material with a specular and a diffuse material. I think that should work (haven't verified this).

cheers,
Thomas
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Re: Problem with volume fog and opacity textures

Postby stratified » Sun Aug 02, 2015 10:01 pm

stratified Sun Aug 02, 2015 10:01 pm
Hi Rikk,

We fixed it for the next release:

scatter_medium_bug_fixed.png


The plane that has the emitter is still visible but it doesn't have any opacity so I assume that's expected?

cheers,
Thomas
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Re: Problem with volume fog and opacity textures

Postby Rikk The Gaijin » Mon Aug 03, 2015 12:29 am

Rikk The Gaijin Mon Aug 03, 2015 12:29 am
Great news! Thank you guys, you are the best! 8-)

P.S. When is the next release scheduled for?
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