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doug_
07-19-2002, 12:47 PM
Hi, im trying to use a raytrace texture for an entre head and i was wondering how to get rid of the artifacting around the transparency based eyelashes.
See picture for explanation im not feeling terribly eloquent after struggling with this one :)

Marcel
07-19-2002, 09:58 PM
You should check if it is mapped correctly, a little offset on the opacity map could cause this problem. Temporarily swap the opacity map to the diffuse slot for easy viewing.

Maybe setting the index of refraction to 1.0 can help?

Is your ray recursion (ray traced gloabel parameters) set to a high enough level?

Does enabling the supersampling on the material help?

I'm also wondering why you would use raytracing on the head? Do you use it with 'white cards' to fake the lighting? Can't you remove the raytracing on the eyelashes?

If these thing do not help you out, post a bigger picture, this one is a bit too small (or better, post more AND bigger pictures from different angles so we can really see what's going on).

Good luck!

ilasolomon
07-19-2002, 11:01 PM
map> tiles: OFF

doug_
07-22-2002, 12:43 AM
The map is correct, i spent many hours checking it.
IOR is set at 1.
Ray recursion is at MAX default. Any higher and i'll be watching it render forever.
Supersampling is already enabled.
I'm using raytracing so that i have access to a translucency channel.I have made a version where the eyelashes are given a different m/sub material, but i really want to solve this.
It almost seems that where the object is supposed to be transparent is getting a reflection like glass. could this be it?...

Chris
07-22-2002, 01:11 AM
try copying yer opacity map into yer specular level slot, that should rid you of those pesky specular highlights... then play with the output curves to adjust your specular level on the skin.

- off hand I cant remember whether you have to invert the specular level map or not - if it doesnt work, try inverting the map & see if that fixes it

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