Too near alpha planes problem

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Too near alpha planes problem

Postby Fabrice » Wed Mar 15, 2017 2:28 pm

Fabrice Wed Mar 15, 2017 2:28 pm
With particle flow I scattered a few black and white tree pictures to create a forest.
But a strange bug appears as the density increases.
At a 100 density it's ok.
At 600 the farest trees disapear in the alpha revealing a black area (see JPG).
I seems that the planes are too close to compute the alpha (?).

Is there some parameters I miss ?
(it's the same with Direct, path tracing or PMC)
Thanks, Fabrice.
Attachments
Successive alpha bug.jpg
Octane 3.04.5 + 3DS Max 2014 plugin (GTX 980 Ti + GTX 780)
Fabrice
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Re: Too near alpha planes problem

Postby paride4331 » Wed Mar 15, 2017 4:39 pm

paride4331 Wed Mar 15, 2017 4:39 pm
Hi Fabrice,
could you kindly share your scene please?
Regards
Paride
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Re: Too near alpha planes problem

Postby Fabrice » Wed Mar 15, 2017 7:06 pm

Fabrice Wed Mar 15, 2017 7:06 pm
Sure, here it is Paride.
Attachments
debug alpha.zip
(372.92 KiB) Downloaded 132 times
Octane 3.04.5 + 3DS Max 2014 plugin (GTX 980 Ti + GTX 780)
Fabrice
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Re: Too near alpha planes problem

Postby paride4331 » Thu Mar 16, 2017 12:25 pm

paride4331 Thu Mar 16, 2017 12:25 pm
Hi Fabrice,
thanks for your file, I am checking about your issue, at this time I can say it is not a Pflow issue.
However, my advice is do not use alpha channel in this way.
Octane works very well with 3D geometry and is very fast with it.
Using so massive alpha channel does not make render faster.
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Paride
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Re: Too near alpha planes problem

Postby Fabrice » Mon Mar 20, 2017 7:44 am

Fabrice Mon Mar 20, 2017 7:44 am
I rebuilt the same scene with VRay and I've the same bug.
So it's not about Octane, I think it's more like a Max' issue...
Fabrice
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