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 >> >> >> >