Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: cecofuli on 2013-05-18, 19:23:58
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Hi,
as we know, in VRay, we must to use "None" in the opacity map filtering for shaders like foliage.
Is it the same for Corona? There is some "performance boost" by using "None" as Filtering?
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Now filtering does not work very well, so do not know whether the increase in productivity.
You can try to use the refraction with IOR = 1 instead of opacity.
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So, do you suggest me, for foliagefor example, to put B/W map in refraction channel with IOR = 1.0?
This remember me VRay when it hasn't the opacity channel =)
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So, do you suggest me, for foliagefor example, to put B/W map in refraction channel with IOR = 1.0?
try it and compare with opacity :)
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Ehh... I'll do in my "free" (ahaha... free... :/ ) time
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Now filtering does not work very well, so do not know whether the increase in productivity.
You can try to use the refraction with IOR = 1 instead of opacity.
Do NOT do this. If you ever get better result with this, report it as a bug.
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Strangely, in the forum many times it is advised to do so!
Especially in the tulle material.
Keymaster right now opaŃity faster, but maybe before it runs slow.
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if so, then it was a bug. You should have reported it, not circumvented it ;)
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Look at the quality (passes), the noise in the white BG and, of course, the rendering... It looks like the old, V-Ray problem (or tips).
Obviously, the best solution is with "none" as filtering.
(http://www.francescolegrenzi.com/Temp/Corona/0025_Filtering.gif)
(http://www.francescolegrenzi.com/Temp/Corona/0026_leaf_D.jpg)
(http://www.francescolegrenzi.com/Temp/Corona/0027_leaf_A.jpg)
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I always set filtering to none for opacity map... always. It is not just a vray problem, it works like that for every renderer i know...
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I always set filtering to none for opacity map... always. It is not just a vray problem, it works like that for every renderer i know...
Slight tangent:
modo has a texture mode called "stencil" which is either on or off. Even if you use texture filtering, it will still never cause any semi-transparency.
Also, if you want to achieve the same effect in Max, it's actually really simple: Just plug the texture into an Output layer, and remap the Output like the attached image shows.
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Thanks for the tips!!!
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in theory, there shold not be a problem with filtered texture. Please upload the scene, I'll take a look at it
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Also, if you want to achieve the same effect in Max, it's actually really simple: Just plug the texture into an Output layer, and remap the Output like the attached image shows.
Isn't this the same as setting filtering to none?
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I always set filtering to none for opacity map... always. It is not just a vray problem, it works like that for every renderer i know...
Slight tangent:
modo has a texture mode called "stencil" which is either on or off. Even if you use texture filtering, it will still never cause any semi-transparency.
Also, if you want to achieve the same effect in Max, it's actually really simple: Just plug the texture into an Output layer, and remap the Output like the attached image shows.
That is the problem... in Max, no matter if you clamp the texture or not, as long as you have filtering enabled, it will still be filtering texture at a distance and blurring it, so it will always result in a lot of small overlapping semi-transparencies. So if you have correct opacity map (white and black is absolute), then you need to disable filtering for opacity maps. If you clamp it the way you did, but keep filtering enabled, then it is not going to help you much....
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Also, if you want to achieve the same effect in Max, it's actually really simple: Just plug the texture into an Output layer, and remap the Output like the attached image shows.
Isn't this the same as setting filtering to none?
Not quite. The texture will turn all blobby instead, basically. It *can* help a little bit, because there will be less details to resolve in the map.
That is the problem... in Max, no matter if you clamp the texture or not, as long as you have filtering enabled, it will still be filtering texture at a distance and blurring it, so it will always result in a lot of small overlapping semi-transparencies. So if you have correct opacity map (white and black is absolute), then you need to disable filtering for opacity maps. If you clamp it the way you did, but keep filtering enabled, then it is not going to help you much....
I find that it does actually help a little, in some cases. Not a very big difference though. It's probably better in most instances to just turn off filtering.
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Clamping using the method you have described will certainly help if you have broken opacity map (black is not completely black and/or white is not completely white)
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Just tried it. Disabling filtering enhances performance at least 3 times. I will probably make a global checkbox "disable opacity maps filtering" and make it on by default.
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So as per other render engines - a 1 bit bitmap so there is just white/black with filtering off?