Too near alpha planes problem

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Fabrice
Licensed Customer
Posts: 53
Joined: Fri Dec 09, 2016 11:23 am

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)
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paride4331
Octane Guru
Posts: 3821
Joined: Fri Sep 18, 2015 7:19 am

Hi Fabrice,
could you kindly share your scene please?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Fabrice
Licensed Customer
Posts: 53
Joined: Fri Dec 09, 2016 11:23 am

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)
User avatar
paride4331
Octane Guru
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
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Fabrice
Licensed Customer
Posts: 53
Joined: Fri Dec 09, 2016 11:23 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
Octane 3.04.5 + 3DS Max 2014 plugin (GTX 980 Ti + GTX 780)
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