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View Full Version : Fog and opacity mapped trees


pekko
11-03-2004, 07:36 PM
Hi

Does anyone have any solution to the old problem: I am creating landscape with trees made of planes, having opacity mapped the shape of tree. But when i turn the fog on the planes become visible.
Have VRay any solution for this or mental ray? Is there a good way to do this effect in composition stage?

Pekko

percydaman
11-03-2004, 07:48 PM
I haven't found any solution to this. And believe my Ive tried. With vray at least, your looking at compositing.

marktsang
11-03-2004, 07:55 PM
the pluging Transparent_ID will do the job look for it at maxplugins.de

HannesJ
11-03-2004, 08:56 PM
Use "Exponential" Fog and adjust your settings (you'll have to increase the far range of your camera for example) and the transparent parts of your plane won't be visible anymore.

Hannes

marktsang
11-04-2004, 07:26 AM
hi again,
i didnt read the question properly - just to let you know transparent id only works with render effects ( lens flares ect....) it wont work with envionmental effects. sorry for any confusion- what hannesj says is correct.
mark

Raster man
06-10-2005, 03:36 AM
I am running into this problem and was wondering if anyone had any wisdom to bestow upon me to fix it? I can't believe a program as advanced as max7 can't render fog correctly behind transparent sprites lol, I hope I am missing something here. Please help, thanks.

BTW the exponential setting isn't an option as I'm using layered fog, and an environment color map on another fog.

McMaster
06-10-2005, 07:42 AM
Only solution I found was to render your color-pass fist, then switch all materials to white color and self-illumination and leave their transparency. Now render your whole scene with a black fog. This way you get sort of a correct z-depth-channel and can use it in combustion to add a 3d-fog. Quite timeconsuming though!

Wahooney
06-10-2005, 09:15 AM
Raster Man: It is a bit shocking isn't it?

It seems like discreet is usually more concerned with adding new features than fixing old ones. Sad really :cry:

Raster man
06-10-2005, 02:12 PM
all i can say is omg, i guess i'll have to make poly silloutes of my sprites, what a waste of time :( good thing my sprites aren't semi transparent, does anyone know if volumetric fog fixes this issue? also, i read in another thread there is some kind of mental ray fog shader type thing which might work, has anyone used it and know what it is called?

LoneRobot
06-10-2005, 02:50 PM
see if this helps -

ZdepthDOF (http://homepage.mac.com/bauer/portfolio_shaders/zDepthDOF/zDepthDOF.html)

-Vormav-
06-10-2005, 06:19 PM
all i can say is omg, i guess i'll have to make poly silloutes of my sprites, what a waste of time :( good thing my sprites aren't semi transparent, does anyone know if volumetric fog fixes this issue? also, i read in another thread there is some kind of mental ray fog shader type thing which might work, has anyone used it and know what it is called?

Why not just composite it? http://cgtalk.com/images/smilies/suspicious.gif
Making poly sillhouettes IS a waste of time.

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06-10-2005, 06:20 PM
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