sss & alpha

Forums: sss & alpha
Sub forum for bug reports

Moderator: juanjgon

Forum rules
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.


All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)

sss & alpha

Postby WhyGee » Sat Mar 04, 2017 8:23 pm

WhyGee Sat Mar 04, 2017 8:23 pm
Hi,
I have a specular material with a scattering medium attached. Even with very high density where the object is essentially opaque, the alpha doesn't seem to take into concideration the density of the medium.
Attached is a simple scene. Am I doing something wrong?

v3.05.3.0

Thanks
Yaniv
Attachments
sss.rar
(23.96 KiB) Downloaded 231 times
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: sss & alpha

Postby juanjgon » Mon Mar 06, 2017 10:50 pm

juanjgon Mon Mar 06, 2017 10:50 pm
Hi,

I'm testing you scene with the latest 3.06 TEST build and here the density of the medium seems to affect the alpha channel, as you can see in the attached image. Can be a bug already fixed in the 3.06 build?

Thanks,
-Juanjo
Attachments
image-001388.jpg
image-001389.jpg
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: sss & alpha

Postby WhyGee » Tue Mar 07, 2017 7:47 am

WhyGee Tue Mar 07, 2017 7:47 am
The bottom one should be white not almost black in order to be opaque no?
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: sss & alpha

Postby WhyGee » Tue Mar 07, 2017 7:49 am

WhyGee Tue Mar 07, 2017 7:49 am
If you try to comp it onto a background you will see that you lose the opacity that you see in the IPR with background enabled.
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: sss & alpha

Postby juanjgon » Tue Mar 07, 2017 9:17 am

juanjgon Tue Mar 07, 2017 9:17 am
Hmm, yes. Probably this is an Octane limitation. I'll report it to the Octane devs. to see what can be done.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: sss & alpha

Postby WhyGee » Tue Mar 07, 2017 10:27 am

WhyGee Tue Mar 07, 2017 10:27 am
Thanks

Yaniv
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: sss & alpha

Postby abstrax » Tue Mar 07, 2017 11:13 pm

abstrax Tue Mar 07, 2017 11:13 pm
It is not possible to encode colour information into an alpha channel, because it's greyscale only. Due to this fact you can't alpha blending work like a coloured filter, which would be required to be able to incorporate the absorption and transmission colour into the render result. -> We are ignoring it and only reflections are recorded.

What the option "affect alpha" does is separate reflection paths from refraction paths and averaging all reflection paths with an alpha value of 1 and all refraction paths with an alpha value of 0. So if 30% of your paths enter the specular material (i.e. are refracted), the alpha value will be 70%, because 70% of the paths get reflected.

There should be no difference in renderings between different versions. Let us know if you see differences or incorrect results.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: sss & alpha

Postby WhyGee » Wed Mar 08, 2017 9:04 am

WhyGee Wed Mar 08, 2017 9:04 am
Hi, thanks for the response but I don't understand what the conclusion is? is there no way to properly composite a specular material with a medium?
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: sss & alpha

Postby abstrax » Wed Mar 08, 2017 9:20 am

abstrax Wed Mar 08, 2017 9:20 am
WhyGee wrote:Hi, thanks for the response but I don't understand what the conclusion is? is there no way to properly composite a specular material with a medium?

No there isn't at the moment. We would need to implement a different alpha channel system (basically an alpha channel for each of the red, green and blue channels). It's on our to-do list (like so many other things), but I don't know when we will get to work on it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: sss & alpha

Postby WhyGee » Wed Mar 08, 2017 9:31 am

WhyGee Wed Mar 08, 2017 9:31 am
Is there a way to export the "density opacity" as an auxiliary pass as a solution until the new alpha system is implemented? If not, maybe this could be an easier feature to add as an intermediate solution for the time being?

thanks
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Return to Bug Reports


Who is online

Users browsing this forum: No registered users and 3 guests

Tue Apr 16, 2024 2:49 pm [ UTC ]