Page 1 of 1
octane composite material's mask cuts off the intersecting objects when the Masked shader is fully transparent
Posted: Wed May 21, 2025 1:18 pm
by Ofcourse
I have a scull model which is made of parts which have the composite material with mask using vertex map which is driven by fields... All works fine but when is some object "Masked" by mask parameter inside of Composite shader it is transparent in scene but also it cuts off the part of other objects it intersecting with... it is a problem, but how to overcome it?
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
Re: octane composite material's mask cuts off the intersecting objects when the Masked shader is fully transparent
Posted: Thu May 22, 2025 8:02 am
by bepeg4d
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
Re: octane composite material's mask cuts off the intersecting objects when the Masked shader is fully transparent
Posted: Tue Jun 24, 2025 12:47 pm
by Ofcourse
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.
Re: octane composite material's mask cuts off the intersecting objects when the Masked shader is fully transparent
Posted: Wed Jun 25, 2025 12:38 pm
by skientia
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.
Common conversion of units is *100 or /100 for m<>cm, if it wasn't the case two possible reasons:
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").