Overlapping transparency map issues


#1

I have a scene with a series of trees. The leaves are done through transparency maps. For some reason as many of these overlap eachother in the view of the camera, the transparencies are lost on some of them, leaving dark areas from the geo grid that should be transparent.

Does anybody know a solution to fix this?

Thanks,


#2

Yeah, either turn up the number of secondary Rays in the render options or use the sprite node, which you can find instructions for in the manual, which will let you not have to worry about additional rays.


#3

Great! Thanks, we’ll give it a try.


#4

Thanks Jettatore,

We tried increasing the rays, but it didn’t seem to work. Can you please describe how to use the stencil node?

Thanks,

Chris


#5

It’s actually called sprite, dunno why I wrote stencil, sorry for the confusion. From the manual Sprite…

“This shader is designed to render a sprite or billboard on a grid. Transparency is infinite, because the shader ignores the Ray Depth settings in the render options. This means that you can have thousands of sprites at different depths and see all of them correctly without having to set extraordinarily high Ray Depth values.”

It’s pretty straightforward to use, check the attached picture. Basically settings as described in the image, Matte ticked to enabled, Mode set to intensity, plug whatever you want as the overall color into the Input and your transparency map goes into the Matte.


#6

sprite is a bit outdated, use built in arch shader cutout or mip_card opacity shader.


#7

The cut-out on the Arch is great, saves a few steps if you do it that way, thanks PiotrekM.


#8

Wich version of Softimage are u using? Cause I found a problem in Softimage 7.5 using cutout opacity and ambient occlusion…


#9

We are using 7.5. Did you find a work around for your problem or how did you deal with it?

Btw, Thanks for all the suggestions everyone.


#10

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.