Finalrender filtering through opacity map

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Old 11 November 2012   #1
Finalrender filtering through opacity map

Hi. I'm having an issue using Finalrender with Max, when I have a large ground plane visible through a object with an opacity map.

The area visible through the object DOES seem to be filtered but it's like the distance from the camera is taken from the edge of the object rather than the camera itself. The result is much sharper ground texture in that area which looks very bad.

I only have this problem with Finalrender but I'd have to do a lot of work on my scene to change from FR at this point so any advice would be appreciated

same but with the ground map's blur turned up to make it more obvious
Old 10 October 2013   #2
Same thing here. And it's 2013 now.

One of the ways is to use 100% antialiasing instead of filtering.

However it's slows down the render a lot.
So would be nice to know the solution.
Old 10 October 2013   #3
The only solution I found was to switch to Mental Ray, making some other things slower and more difficult, but at least removing this particular headache.

If switching isn't an option then you may have to contact Cebas support and
Old 10 October 2013   #4
Actually, this doesn't look like opacity. looks more like a refraction.
There is a setting in the render preferences, in the Raytrace tab: "Filter Maps Fact."

Old 10 October 2013   #5
Just checked it. No luck
Old 10 October 2013   #6
Originally Posted by DerPapa: Actually, this doesn't look like opacity. looks more like a refraction.
There is a setting in the render preferences, in the Raytrace tab: "Filter Maps Fact."


It's with any opacity map in FR
Old 10 October 2013   #7
Make sure your material IOR is 1.0, and/or that refraction is disabled. As DerPapa said it looks like refraction as the map is being distorted when seen through the opacity mapped areas. If it was strictly opacity the map would still align with the ground plane, but it doesn't.

"The Evil Monkey hiding in your closet."
Old 10 October 2013   #8
I no longer have FR to test it (thread is from nearly a year ago)

deathevor can you confirm Eric's solution?
Old 10 October 2013   #9
No luck again.

Here's the screen -

To me it doesn't look like Refraction. It's looks more like Finalrender while checking what to filter and what not to filter, only checks the geometry distance, without taking in account transparent parts (and of course geometry behind it)
Old 10 October 2013   #10

I'm might be totally wrong. Just checked the different distances of geometry, and it does completely opposite to what I've expected if it would be filtering problem.

Baically you would expect that if foreground object is closer to camera - the more is difference between filtered parts and unfiltered parts:

But here's completely opposite

On left: Foreground is closer to camera (so expected bigger difference)
On right: foreground far from camera and very close to background. (Expected no difference in filtering).

But! Shouldn't the refraction also make bigger difference on foreground closer to camera?
Old 10 October 2013   #11
Sorry for spamming, but again I'm more on filtering problem side:

Left: Map filtering ON
Right: Map Filtering OFF

Same pattern.
Old 10 October 2013   #12
What if you change the filter maps fact in the raytracing settings? That should define what happens when maps are reflected/refracted. Also, IOR should be 1.0 (air) not 0.0.

"The Evil Monkey hiding in your closet."
Old 10 October 2013   #13
Yes noticed that I've posted with IOR = 0. But checked with 1 - no luck.

Changing Filter Maps Fact to 0 , 10, 100 and 500 makes no changes as well.
Old 10 October 2013   #14
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