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Debneyink
07-20-2007, 01:11 PM
any ideas on how to make opacity channels work correctly in environment fog. my trees on my planes have an alpha. when rendered with fog the entire plane shows up as haze depending on the depth of fog. How do i stop this from happening?

thanks

www.dirtyuk.net (http://www.dirtyuk.net)

jussing
07-25-2007, 01:15 PM
Last time I tried to solve this, I hit a brick wall.

Some suggested to turn on "exponential" or "logarithmic" or something like that, in the fog settings, and for a moment that worked perfectly. But with an appropriate number of particles in front of each other, it turned out it didn't work after all....

Arg. Feels like a very stupid bug that should have been fixed several versions ago.

If you can't make it work, I guess you'll have to render the two passes manually, or incorporate the z-depth into your tree shader using a distance falloff.

- Jonas

Debneyink
07-27-2007, 10:03 AM
thanks yeah it is nuts why it still doesnt work. i remember coming across this in max 2 or 3! just assumed it might have been fixed by now...www.dirtyuk.net (http://www.dirtyuk.net)

tuffmutt1
07-28-2007, 02:58 PM
if using Mental ray you could use the cutout slot instead of opacity map in the Arch & Design Material.

MickyG
08-20-2007, 05:34 AM
Tuffmutt you are a dead-set legend

This has plagued me for years, and today I happen to come across your post and you've solved the problem.

Thanks:thumbsup:

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