octane composite material's mask cuts off the intersecting objects when the Masked shader is fully transparent
Moderators: ChrisHekman, aoktar
I have already tried the Mix Material but also this does the same cut off problem while it is fully transparent.
The test scene is shared here with you: https://drive.google.com/file/d/1lf0qxL ... sp=sharing
Hi,
try to add a zero to Ray Epsilon value in kernel panel to reduce it and increase the precision of the rays: ciao,
Beppe
try to add a zero to Ray Epsilon value in kernel panel to reduce it and increase the precision of the rays: ciao,
Beppe
Hello and thank you for your tip how to solve this issue... I figgured out this by scaling the scene up a bit, as 10 times and it also fixed the problem.
Common conversion of units is *100 or /100 for m<>cm, if it wasn't the case two possible reasons:Ofcourse wrote: Tue Jun 24, 2025 12:47 pm I figgured out this by scaling the scene up a bit, as 10 times and it also fixed the problem.
1. assets are not at-scale (1:1 with their real scale, relative to the unit of the 3D DCC in question)
2. assets are at scale and the conversion is * or /100 but 10 was sufficient for the visual issues to disappear at a given Ray Epsilon value.
Issues are non-existant when the assets are scale, or converted precisely from one unit to another. Edge cases include large scale areas such as full-scale environment (a whole desert, city) or the opposite, minuscule details such as the inner parts of a sophisticated watch (both "at-scale").