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.
Too near alpha planes problem
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- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi Fabrice,
could you kindly share your scene please?
Regards
Paride
could you kindly share your scene please?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Sure, here it is Paride.
- Attachments
-
- debug alpha.zip
- (372.92 KiB) Downloaded 161 times
Octane 3.04.5 + 3DS Max 2014 plugin (GTX 980 Ti + GTX 780)
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
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.
Regards
Paride
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.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid