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Indirect illum/alpha
Posted: Tue Aug 03, 2010 9:13 am
by jc4d
Hi all,
I guess I face a bug I´ll show it with images... is easy.
The alpha problem is given by some leaf with alpha mapped
This is the original picture
1- If I check alpha channel only with indirect illumination is ok
2- If I check alpha channel with no indirect illumination is not ok
Cheers
JC
Re: Indirect illum/alpha
Posted: Tue Aug 03, 2010 12:58 pm
by Mihai
If you set alpha to opaque with indirect illumination off does it work ok?
Re: Indirect illum/alpha
Posted: Tue Aug 03, 2010 1:08 pm
by jc4d
I get the same bad result and I tried embedded with opaque and it doesn´t work either.
Cheers
JC
Re: Indirect illum/alpha
Posted: Sat Dec 25, 2010 12:44 am
by tom
Thanks for the scene, I confirm. Although, I should divide the issue into two. Because, layer opacity is also not correct in render channel only with direct illumination. We will look into that and then check alpha again.
Re: Indirect illum/alpha
Posted: Wed Nov 02, 2011 10:51 pm
by tom
Alpha issue should be fixed in 2.6.0.0, please confirm.
Thanks!
Re: Indirect illum/alpha
Posted: Thu Nov 03, 2011 12:28 pm
by jc4d
Hi, I still get this error at render time, I just sent you the file to your email.
Cheers
JC
Re: Indirect illum/alpha
Posted: Thu Nov 03, 2011 2:06 pm
by tom
Received but, I guess some maps are missing?
Re: Indirect illum/alpha
Posted: Thu Nov 03, 2011 2:21 pm
by jc4d
Hi, sent again.
Cheers
JC
Re: Indirect illum/alpha
Posted: Thu Nov 03, 2011 4:33 pm
by tom
OK, the illustrated result is not a bug because;
1) Transparencies (layer opacity < 100) cannot be threated as opaque in Alpha because, doing so would make clipmapping of leaves impossible. Therefore, AGS objects (semi transparents) should have a semitransparent alpha just like rendering of clipped leaves are having clipped alpha.
2) In your example, the clipped leaves seem not clipped properly even in the render channel because of missing Indirect Illumination. It means, layer opacity < 100 requires indirect illumination so show through. Because, low opacity means visibility of rays coming from behind. I hope it makes sense to you, too.
Now, as you disabled Indirect Illumination in your scene. The AGS windows cannot be filled by the indirect illumination off from the walls behind and they render semi-transparent in their alpha, just like you are rendering them against clear sky. And the clipped leaves can't look clipped as they receive no indirect illumination to clip them off. Therefore, you see black parts around them in corresponding render and alpha channels.
In this perspective, let me know turning on both (Direct and Indirect) helps... Because, here it does.
Re: Indirect illum/alpha
Posted: Wed Nov 09, 2011 11:24 am
by jc4d
Thanks for you time and support, now I understand a litte more the complexity of this (at least for me), and yes when I use "Both (Direct and Indirect)" there is no problem at all with the final result.
Cheers
JC