Were is the transparency?

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This is fragment of rendered scene with glass material based on Mantra Surface. (I turn on Enable refraction and set Inside IOR 1.5 for thermometer body material) There is plan with Shadowmatte material for casting shadows. This image was rendered in png format and opened in Photoshop to add a background. You can see that shadows casting by thermometer is semitransparent, but thermometer body is fully opaque were no objects present in the scene - we can't see background added in Photoshop through it. What can I do to make the influence to alpha of output file by transparency of material? I understand that if no other object seen through glass then nothing to be refracted. And still how to solve this problem?

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term_no_alpha.jpg (116.5 KB)

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Something along those lines may help.

Attachments:
Capture.JPG (13.1 KB)
shadow.hipnc (742.3 KB)

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Thank you for reply!
But, unfortunately, not all so is simple. I just moved grid in your project to see empty background through torus and alpha (in Render View) is still opaque. I want to make semitransparent alpha behind the torus for composing in Photoshop or After Effects.

Attachments:
torus.jpg (35.8 KB)
torus_alpha.jpg (30.9 KB)

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Try the Opacity channel, not Alpha. Houdini distinguishes between the two.
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You tell about it? Or I need another opacity channel

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Opacity.jpg (56.7 KB)

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Here!

Attachments:
Capture.JPG (54.7 KB)
shadow_553 (1).hipnc (744.6 KB)

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Thank you!
Houdini is such big and immense that while I thought of one, has forgotten about other… I forgot about Extra Image Planes. But problem exists still. The matter is that when I turn on Enable Opacity Falloff render time increases dramatically. (During rendering of one frame it was possible to render a sequence about 100 frames with Opacity Falloff turned off) Whether there is other method of influence on a opacity? Here is my project file. Be so kind as, look it please. (Here we talking about material called “glass” in my project)

Attachments:
scale.rar (26.5 KB)
therm_ani_50.hipnc (2.0 MB)

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