Opacity maps and GPU rendering
Posted: Sat Jun 30, 2018 12:20 pm
Hi folks,
I wonder if there are any plans to improve GPU rendering for alpha blend maps. As of now things like hair, trees, grass or anything else uses alpha blends comes out with poor quality - jagged colored edges, generally dark solid mesh, where it is supposed to have a degree of transparency. If the transparent mesh is fairly close to the other mesh, it literally rendered as a "mesh". And if the scene is heavenly loaded it becomes a one big mess. I am using the latest RT release with iClone. But I am sure it has nothing to do with iClone, as none of other rendering methods are suffering from this problem (but they are slow of course). My GPU is 1080Ti.
I can post examples of GPU rendering vs other methods to compare if necessary.
Any thoughts?
Thanks
I wonder if there are any plans to improve GPU rendering for alpha blend maps. As of now things like hair, trees, grass or anything else uses alpha blends comes out with poor quality - jagged colored edges, generally dark solid mesh, where it is supposed to have a degree of transparency. If the transparent mesh is fairly close to the other mesh, it literally rendered as a "mesh". And if the scene is heavenly loaded it becomes a one big mess. I am using the latest RT release with iClone. But I am sure it has nothing to do with iClone, as none of other rendering methods are suffering from this problem (but they are slow of course). My GPU is 1080Ti.
I can post examples of GPU rendering vs other methods to compare if necessary.
Any thoughts?
Thanks