IRAY Skin & Cutout Opacity Map

edited February 2019 in New Users

Hello,

I'm trying to create a figure with a hole in its chest which you can look through to see the oposite side. I use a Cutout Opacity Map to create this effect. As you can see in the test picture it funktion but for some reason the torso surface which has the opacity map has also a greyish tone to it.

image

I haven't changed any settings on the Torso Surface except adding the Cutout Opacity Map. The Opacity Map is only black & white and has the same resolution as the other torso maps.

What am I missing, or what have I done wrong?

Chesthole test.jpg
780 x 879 - 95K
Post edited by tiplerneck_b48f2f5b62 on

Comments

  • Please give your figure soem clothing - even if there are no genital details textured images of the groin (or breast area for females) are not permitted.

    Your issue is because there is not light inside the torso, so the translucence is having a different result. If you want to do this you probably need to use a simple GeoGraft to make a hole with sides, so that the torso remains a volume.

  • My apology Richard, changed the picture.

     

    Ain't there any other way around it? I have close to zero experiance how to create a GeoGraft.

  • Not, I think, in direct render. You could do it in post-work - render against an empty environment, with Draw Dome off in Render Settings, then save as PNG and layer that over the background scene, then mask out/erase the hole in the figure layer (or do two complete renders, one with and one without the figure).

  • Thanks for the advice Richard. Gonna check which approach is best for me.

  • OstadanOstadan Posts: 1,125

    It does seem that doing it in postwork is the way to go, possibly doing it the way they do in the movies, i.e., paste a shape of some specific shade of green over the appropriate surface, then 'green-screen' it in your image, using a second render without the figure to supply the background for the resulting alpha channel.

  • JonnyRayJonnyRay Posts: 1,744

    As was also mentioned in the Iray Uber Shader - Subsurface scattering with opacity map? thread, Applying a map in the opacity channel forces the surface to act like "Thin Walled" is set to ON. This eliminates the subsurface scattering and other volumetric effects.

  • With respect to the greyish tone, it seems that by coincidence you have run into the same issue (a.k.a. 'feature') as I have - https://www.daz3d.com/forums/discussion/311421/iray-cutout-opacity-white-is-not-the-same-as-none#latest

    It's rather disappointing behaviour.

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