Incorrect glass alpha
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Before posting a bug report, please check the following:
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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.)
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Whats wrong with reflections/refractions in the png? they do not correspond the original jpg preview
- Attachments
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- glass.zip
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Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi Scrudje,
I think you forgot to select Reflection pass.
you should assign Active layer ID as you want and select render pass.
Eventually you could check Keep environment option in Kernel panel, saving image with alpha.
Regards
Paride
I think you forgot to select Reflection pass.
you should assign Active layer ID as you want and select render pass.
Eventually you could check Keep environment option in Kernel panel, saving image with alpha.
Regards
Paride
- Attachments
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- ref.mp4
- (6.04 MiB) Downloaded 6465 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
1. Doesn't matter reflection and refraction passes doesn't have this "black" strips like on original preview when alpha channel+render layer is onparide4331 wrote:Hi Scrudje,
I think you forgot to select Reflection pass.
you should assign Active layer ID as you want and select render pass.
Eventually you could check Keep environment option in Kernel panel, saving image with alpha.
Regards
Paride
2. If i check keep environment i ..... just look at the attach file.
Thank you
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi Scrudje,
maybe I don't understand the question, maybe you're not considering that you are working with linear compositing. therefore black equals 0.
viewtopic.php?f=27&t=66757&p=336128&hil ... op#p336128
Regards
Paride
maybe I don't understand the question, maybe you're not considering that you are working with linear compositing. therefore black equals 0.
viewtopic.php?f=27&t=66757&p=336128&hil ... op#p336128
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Bug is present and so far it is not solved. Today only solution of this problem is "Compose":
1. Render of the image with the included alpha channel render layer(optional)
2. Render of the image with the switched-off alpha channel.
3. Compose this 2 images with aplha mask of the image with the included alpha channel + manual brush mask on problem areas
render 2 times the image that on a result to receive 1..... no comments. Octane for enthusiasts/masochists
1. Render of the image with the included alpha channel render layer(optional)
2. Render of the image with the switched-off alpha channel.
3. Compose this 2 images with aplha mask of the image with the included alpha channel + manual brush mask on problem areas
render 2 times the image that on a result to receive 1..... no comments. Octane for enthusiasts/masochists

Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
- paride4331
- Posts: 3809
- Joined: Fri Sep 18, 2015 7:19 am
Hi Scrudje,
layers allow users to separate their scene geometry into parts, where one part is meant to be visible and the rest of the parts “capture” the side effects of the visible geometry on it. The layers allow different objects to be rendered into separate images where in turn some normal render passes may be applied.
The Render layers are meant for compositing and NOT to hide parts of the scene itself.
you can use "Render Layer Mask" or criptomatte now as an alternative to this option.
As for the shadows, you can use the diffuse material "Shadow Catcher" and for the reflections you can use only "reflection pass".
Regards
Paride
layers allow users to separate their scene geometry into parts, where one part is meant to be visible and the rest of the parts “capture” the side effects of the visible geometry on it. The layers allow different objects to be rendered into separate images where in turn some normal render passes may be applied.
The Render layers are meant for compositing and NOT to hide parts of the scene itself.
you can use "Render Layer Mask" or criptomatte now as an alternative to this option.
As for the shadows, you can use the diffuse material "Shadow Catcher" and for the reflections you can use only "reflection pass".
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Paride, forget about passes. I think the problem is, that with Affect Alpha ON we lose some specular-reflection information. Check my images.paride4331 wrote:Hi Scrudje,
layers allow users to separate their scene geometry into parts, where one part is meant to be visible and the rest of the parts “capture” the side effects of the visible geometry on it. The layers allow different objects to be rendered into separate images where in turn some normal render passes may be applied.
The Render layers are meant for compositing and NOT to hide parts of the scene itself.
you can use "Render Layer Mask" or criptomatte now as an alternative to this option.
As for the shadows, you can use the diffuse material "Shadow Catcher" and for the reflections you can use only "reflection pass".
Regards
Paride
You absolutely right, this is the problem about i post.ramone163 wrote:paride4331 wrote:
Paride, forget about passes. I think the problem is, that with Affect Alpha ON we lose some specular-reflection information. Check my images.
Last edited by Scrudje on Mon Apr 15, 2019 7:20 pm, edited 1 time in total.
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
Hello Paride4331!paride4331 wrote:Hi Scrudje,
layers allow users to separate their scene geometry into parts, where one part is meant to be visible and the rest of the parts “capture” the side effects of the visible geometry on it. The layers allow different objects to be rendered into separate images where in turn some normal render passes may be applied.
The Render layers are meant for compositing and NOT to hide parts of the scene itself.
you can use "Render Layer Mask" or criptomatte now as an alternative to this option.
As for the shadows, you can use the diffuse material "Shadow Catcher" and for the reflections you can use only "reflection pass".
Regards
Paride
Does not matter how i make final image: render 1 beauty pass or render compositing passes like diffuse/reflect/refract etc. Final image must be with alpha which is included all reflections and refractions from beauty pass. In my example alpha does not have all this details(black strips from cylinder), alpha just make this black strips transparent, but it should not be.
If i open exr/tif/psd etc. in soft like photoshop i can blend passes/make alpha masks and change to any background, but i need PNG with plausible alpha without any blends.
I hope well explained
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
- paride4331
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- Joined: Fri Sep 18, 2015 7:19 am