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Found 9 results

  1. I'm having an issue when I export alpha channel for glass materials as I explain in the attachment/picture. Kindly help me.
  2. Hello guys... I'm new here and i wonder if anyone could help my problem on the vray refraction alpha. So here is what happen, I got a scene in 3ds max with glass and water material on it, I planned to do the compositing later on by saving the renders into seperate elements. But I don't know somehow when I import the images on the AE later, I still get the black background from 3ds max in the water refraction. I've already searched some solutions online where I should change the Material refraction to affect "color+alpha". I've done it and it still gives me the black refraction on water. Also I found a site that says change refraction material to affect "all channels" to get the refractions right. And yess I still get this problem... So I wonder what's wrong in my material setup and if anyone can suggest anything, I would appreciate it a lot http://imgur.com/h4eNnpJ http://imgur.com/yGxNC1Q Thanks
  3. I have been trying to get rid of this white border of the alpha channel in my scene. I have saved the file as .exr for animation purpose. Here's what I have tried; F8 -> background : black (turned off the sky) config -> rendering -> use environment Alpha turned off filtering in my VrayAlpha Channel. It still give me the white border. What should I do? Thanks in advance!
  4. Hi ! So I have a vray dome with invisible ticked. I did everthing like I used to for the last couple years but somehow All of my new scene/project are now showing the background thru windows. It shows like 50% when i put it in photoshop. I mean I can slide a image on a layer behind and it will shows but 50-50 with the new image behind I have a VrayHDRi map in environment slot and the in dome. Vray dome with invisible alpha channel in Vray frame buffer seems alright I save as PNG with alpha channel tick Maybe I hit a shortcut or something? Can you help me thank you
  5. Hi! So I have a bunch of vray render elements rendered out of 3ds max on a black background in 32bit *.exr format. When I stack them with "add" blending mode on top of my background picture everything looks fine, until I precomp them. Then that black outline appears around the precomp. How to get rid of it? I interpreted render elements as premultiplied with black. Tried "remove color matting effect" on precomp - doesn't work. Ofcourse I can set precomp's track matte to alpha layer, but I want to add effects such as glows and blurs which go beyond alpha to certain render layers. So how do you assemble passes properly in Ae?
  6. Recently I came across an obstacle I don't seem to find a solution to. I'm making a photo-match using VrayMtlWrapper as material to receive shadows. When using linear color mapping with default settings - VrayMtlWrapper works fine. But as soon as I start tweaking burn and/or gamma settings I get strange results - VrayMtlWrapper is seen as some bright noise over background image. I really like the natural tone of light/shadows getting out of Reinhard set to B=0.25 and G=2.2 (learned from Peter Guthrie) as opposed to linear color mapping which looks more unnatural or too contrasted. Does anyone know how to combine Reinhard method (alpha 2.2) with VrayMtlWrapper to get propper shadow effect on background image without unwanted noise. See the attached pictures. other settings are: - overall gamma correction 2.2 - HDRI as texture on vray dome light as a light source (multiplier=1) - ordinary jpeg image as backgorund (environment slot) with gamma 1.0 - and color mapping / affect background = unchecked - vray physical camera - VrayMtlWrapper with alpha contribution = -1, matesurface=on, shadows=on Thanks, Tom
  7. I'm trying to render a very simple animation with an alpha channel so I can do video composting to it. I'm using 3ds max 2010 SP1 with VRay Adv 1.50.SP4a. The issue that's going on is that there's a 1-2 pixel white matte/outline the geometry edges because of the alpha channel. I'm rendering as a targa sequence with a split alpha. Other areas I've played around with is the the material window, where I made sure the "Affect channels" is set to "Color+Alpha", but overall I'm trying to figure out how to make the alpha channel more precise without the couple pixel edge.
  8. Hello. I'm using Vray for 3dsMax2010. I was going to compose CG on a photograph, so I created a plane to receive shadow and reflection and GI of the CG, and it set a matte object from a Vray properties, and render it. I seemed to receive both reflection and GI properly visually. but it was only a shadow when it watched an alpha channel. How can I do? attached image: Vray properties settings http://img10.hostingpics.net/pics/864850Upload01.png rendered image http://img10.hostingpics.net/pics/949907Upload02.png alpha channel http://img10.hostingpics.net/pics/162607Upload03.png Thanks
  9. At first I want to say hello, I´m from Germany und my English is not as good as it could be. So I hope, you´ll forgive me my mistakes. I have a question. I build an objekt in Cinema 4D 10.5 and tried to texture it with maxwell-materials. But I´ve got some Problems with alphamaps. For example I want to put an different Logos on an rubber-texture. My plan was to overlay three textures. The ground(rubber)-material, than I want to put the logotexture witth a new Material over the groundmaterial. But when I start the Maxwell render it renders only the rubbermap. Has someone an idea, how I can do it? Thanks, Tomboml
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