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black reflection during fur rendering

Comentarios

  • pabloquintana

    I believe your avatar is a bit reflective. Can you make it rough and try?

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  • light0green

    thank you Pablo,

    yes I set the skin material as plastic.

    unfortunately I also ran into this problem with normal skin before like:

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  • light0green

    I solved it by changing the black part in texture to dark grey!

    I just suddenly remembered that Clo also acted weird with total black in translucent material render once, and I solved that with the same solution

    maybe total black confused some calculating about lighting:)

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  • ottoline

    Make sure you are not flipping the alpha value in the shader (0-255) on the grey gradient scale. When you create a material and want it transparent you have a few options. You can make a transparency black and white >mask<  and you can assign shader transparency to that image mask value. However you should not have a >base< material in the shader that is black it should be white and rely on the diffuse  image in the shader. And looking at those renders that appears to be what is happening. When you set it too grey, you simply shift the base shader value. Maybe re-look at how you have your transparency mask applied, the texture image maps you use (RGBA) with their alpha channel, and the base >shader<  color values for that bodice pattern piece rendered as fur.

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  • light0green

    thanks for the reply!

     

    sorry I mentioned transparency without a related render. It might be misleading. But your tips are good to know for other projects, thank you!

     

    The problem I had this time has nothing to do with transparency.

    My base colour has always been white and I replied on the texture image to give different colors to the fur, ideally black and white.

    Then those black spots on the skin happened during rendering when the texture image (is it the 'mask' you meant?) was black and white, and disappeared when I changed it to dark grey and white. Both with 100% opacity.

     

     

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