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cedox
02-19-2006, 02:54 AM
I'm trying to achieve a transparent jet exhaustion similar to old LW steamer tutorials. I have about 500 particles visible. There are objects and lights around and behind emitted particles. In hypervoxels tab I have type set to surface, diffuse tested with 0-100%, specularity and reflection 0, transparency tested at values of 95%,100% and 500%, and refraction tested from 1 to 1.3.

Every render makes the hypervoxels visible and dark. Sometimes they turned into opaque too, even though transparency was set to 99%. How would I get the voxels totally invisible and only refraction to show. All basic 'good quality' render settings are on.

Another related problem is particles not getting affected by box collision object and couldn't load an existing object in the scene as a collision object, but I haven't searched tutes/browsed manual carefully enough for those.

Panikos
02-19-2006, 05:08 AM
More Ray Recursions probably, disable refractions, add a fake spherical reflection map on em.

cedox
02-19-2006, 09:13 AM
Hmm I'll test that. However refraction is the effect I wish to achieve with the hypervoxels.
Like in this ages old 5.5 tutorial: http://www.dynamic-realities.com/support/onlinedocs/PStorm2/Ps2.5/tut_afterburn.html

It seems to be still visible after turning everything down to zero except transparency to the max.

cedox
02-19-2006, 06:23 PM
Refraction 1.0, transparency 100% and full refraction checked give these results. Without full refraction the voxels vanish at refraction index 1.0, but come back in black with anything over 1.0.

viper result (http://cedox.hangaari.org/voxel_error.jpg)

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02-19-2006, 06:23 PM
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