wallace wrote:funk wrote:I'm just doing some tests and noticed volumes are rendering wrong in 2020.
volume_wrong_in_2020.png
I have made a fix for this and it will be in XB2.
TRRazor wrote:
Hi, wallace,
yes, sure.
Please check the scene attached. You'll find an orb surrounded by a torus. Although the torus' opacity is set to the value of "0" in the corresponding node, you will see, that there is still a visible faint line, being projected onto the orb, where the torus' geometry would be.
It's not precisely the problem, I mentioned in my original post (since there is no alpha map with areas with values of "0" in it) but it' s essentially the same problem.
Hi,
Thanks for the scene.
I would like to ask the following questions after looking at the scene:
1. Are you also using high coherence ratio in your original scene?
2. What is the sample count you are using in that scene?
3. Does giving more sample with a lower coherence ratio allow the opacity 0 plane on the head converge to 100% transparent?
Hi,
thanks for getting back with me so quickly.
That absolutely did it. I'm usually using coherence values around 0.35, since that was significantly speeding up render speeds before RTX acceleration came around.
I just set it to 0 and wasn't able to reproduce the problem. Same result with my original scene, the opacity now renders 100% transparent, instead of leaving those nasty shadows / lines.
Does that mean, however, that when using RTX, one can't use coherence?
I was using the following values in my scene (according to your questions):
1.) coherence value of 0.35
2.) 5000
3.) As mentioned above, it fixed it.
Thanks again!
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM