CardOpacity might work better -- instead of the reset raycount, it uses a
property called ray_continue or some such, which has fewer interactions
with other things.

On Fri, Mar 13, 2015 at 3:58 PM, <pete...@skynet.be> wrote:

> I think Rob is right on this one - replacing the sprite shader with a
> constant should work (crank up the raydepth!) and should not affect the
> look of the volume
>
> the reason this happens is that the sprite shader is a bit of a hack: it
> resets the raycount when a ray enters it - so you get proper transparency
> for endless overlapping sprites without having to increase the raydepth -
> but it can create problems such as this one where volumes don’t work well
> with the sprite shader.
>
>
> -----Original Message----- From: adrian wyer
> Sent: Friday, March 13, 2015 4:54 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: baVolume fog pass with sprites
>
>
> sprite shader on rectangle particles, using original people alphas as
> cutouts
>
> works fine in beauty, but not as hold out with the volume
>
> tried different volume shaders (basic fog and such) get the same incorrect
> render... put it down to something the sprite shader is doing with
> transparency rays
>
> in then end i will live without the people in the volume pass, as the final
> comp is degraded to look like a 1940 b&w photo
>
> a
>
> -----Original Message-----
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
> Sent: 13 March 2015 15:22
> To: softimage@listproc.autodesk.com
> Subject: Re: baVolume fog pass with sprites
>
> oof. which shaders you tried for the sprites?  constant shader, sprite
> or card/opacity .?
>
>
> 1 of them should work. if you are using physical light or sky for
> rendering you may have to crank up some values in the sprite shader to
> 10k
> to get them to work as it should
>
> On 13 March 2015 at 14:50, adrian wyer <adrian.w...@fluid-pictures.com>
> wrote:
>
>> hi guys, trying to render a non homogenous fog pass for a shot, that has
>> sprite shader cut outs of people on particle cards
>>
>>
>>
>> getting a very odd render result where the people are lighter than the
>> surrounding fog!
>>
>>
>>
>> anyone seen this and found a solution?
>>
>>
>>
>> ideally don't want a solution that changes the RGB as the client has
>>
> signed
>
>> it off!
>>
>>
>>
>> thanks
>>
>>
>>
>> a
>>
>>
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>

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