I'm trying to render a bunch of trees against a sky texture but when I do, a bunch of jagged boxes appear along the edges of the tree.
When I remove the sky background, the jagged boxes disappear along with them
I made sure the leaves texture was transparent when I imported it into Softimage. This is what the texture looks like in photoshop:
...and how it appears in softimage:
What am I doing wrong? If anyone can help me solve this problem, you'll be my hero
Textures with Transparency Render with White Jagged Edges
Re: Textures with Transparency Render with White Jagged Edges
What image file are you using? Sometimes you may have to use a Picker to separate the alpha and use that for your transparency.
Re: Textures with Transparency Render with White Jagged Edges
as a sidenote its better to use extra alpha texture maps which are good defined of what is opaque and which areas not.
Re: Textures with Transparency Render with White Jagged Edges
this is very simple,
That's because you're using transparency(refraction) to drive your leaves alpha,
So what we are seeing here is the refraction ray going out out of depth before hitting your sky
In softimage / Mental ray renderer you have a Optimization Tab where you will find a ray depth setting just inscrease your refraction/combined depth here
OR
use the sprite rendertree node who sets for you an unlimited raydepth, just plug your texture to the input of the sprite node
;-)
PS: please check also than your sky bakground is visible in transparency/refrection rays in the visibility property of your sky object, for example if your sky is only visible for the primary rays it's not right your sky needs to be visible for transparency rays too
That's because you're using transparency(refraction) to drive your leaves alpha,
So what we are seeing here is the refraction ray going out out of depth before hitting your sky
In softimage / Mental ray renderer you have a Optimization Tab where you will find a ray depth setting just inscrease your refraction/combined depth here
OR
use the sprite rendertree node who sets for you an unlimited raydepth, just plug your texture to the input of the sprite node
;-)
PS: please check also than your sky bakground is visible in transparency/refrection rays in the visibility property of your sky object, for example if your sky is only visible for the primary rays it's not right your sky needs to be visible for transparency rays too
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