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Question with turn off filter on AOV and incorrect p_world

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Question with turn off filter on AOV and incorrect p_world

Unread postby kzchen » Mon May 11, 2020 5:10 pm

Hi Guys,

I am new to Clarisse, and here are 2 questions I would like to ask your advice.

1. Is there a way to separately turn off the filter on AOV in a single 3D layer, such as normal, Z, point world and so on?
I know the workaround is to duplicate the layer, and then set the AA to 1, but wonder if it could be achivable like other render engine?
A.jpg


2. I noticed the Point World created by Utility node was incorrectly rendered for the windshield of beauty layer, while it's correct in the duplicated layer w/ an overiden Standard material. The result is not same as the other render engine. Would it be an issue?
B.jpg


My Clarisse iFX is 4.0 SP6

Thanks,
Kenzie
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby dboude » Mon May 11, 2020 7:20 pm

Hi,

1. Yes, you have to duplicate the layer. You can't disable the AA on specific AOVs. Keep in mind that you can have multiple renderers within the same project (and you can instance them). You can handle the beauty on one layer and all technical passes on another.

2. Which material do you use for the windshield ? I can't reproduce what you have.

Cheers
Démian
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby kzchen » Tue May 12, 2020 2:25 am

Hi Double,

Thanks for your reply.
I actually figured out the incorrect p_world was caused by altering Opacity color on the windshiled material(Standard)
Is the p_would supposed to be correctly rendered even if the material opcacity is actived cuz i don't see same thing happened on the ZDepth?

Cheers,
Kenzie
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby dboude » Tue May 12, 2020 8:39 am

Hi,

You should use transmission instead of opacity. It will solve the issue you're facing.

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Démian
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby kzchen » Tue May 12, 2020 11:51 am

Hi DBoude,

I understand waht you meant, and in this case i should have disabled the use of opacity(my mistake)
Also, according to the p_world render, I though the P of Utility would take the opacity into consideration to render out a correct hold-out looking, so I just did a quck test. But, I noticed that my custom p_world AOV blended the pixels by addition mode on the area where the fully-transparent part of leaf overlaps bg sphere.
AA.png


When i switched to the build-in cmaera-position AOV, it turns out to be correct. No idea why the P Utility didn't performs well...
BB-1.png


Here is my custom AOV seting for p_world, and i tried to set the same parameter in the Blending mode as the built-in camera_p but got a strange render. Should I worry about thhis parameter?
DD.png


BTW, I wonder if it'd be possible to implement a way to take opacity into consideration in tech AOV, especially to the scene containing a bunch of planar leaves. It would save a lot of time to do extra setup by ulilizing some tricks.


Thanks,
Kenzie
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby dboude » Tue May 12, 2020 1:02 pm

Hi,

For leaves, you should use clip maps, not opacity or transmission. It will speed up the render and the tech AOVs will be correct ;)

Cheers
Démian
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby kzchen » Wed May 13, 2020 11:25 am

Hi,

Yeah, Clip Map is working but it's not the perfect solution to me.
Anyway thanks for your time to anwser my question! :)

best,
Kenzie
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Re: Question with turn off filter on AOV and incorrect p_wor

Unread postby dboude » Wed May 13, 2020 2:21 pm

You're welcome !
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