Open AdalynBlack opened 2 months ago
As a note, rendering as an animation works just fine. It's only when rendering single images that this occurs
As a note, rendering as an animation works just fine. It's only when rendering single images that this occurs
Have you tried turnoff the "workaround" setting?
oh, I didn't know that was a thing. I'll try it
both workaround enabled and disabled causes the same issue, just in different spots of the image
both workaround enabled and disabled causes the same issue, just in different spots of the image
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That's kinda weird, I just tried to render a car model and I set film transparency enabled and the result it came is normal. Maybe it is because the partial transparency problem, not sure. I don't know how to use blender but I'm trying to figuring out how's the program working.
It's definitely the partial transparency that's causing the problem. Add in a mesh using a principled volume shader
I don't think he's developing this anymore.
I'm, just extremely infrequently due to my work taking most of my time.
The overlap is clearly a result of how the software merges shots, to prevent lines in renders due to inaccurate rounding, it overlaps them slightly. This works fine if images are opaque, not so much for transparent. A mode could be added that tries to accurately line up crops to not need this overlap. Workaround is unrelated to this issue, it has to do with tile ordering.
When rendering with transparency enabled and having partial transparency (i.e. fog), the renders from each system stack on top of each other, and the alpha channels add instead of averaging, resulting in bands of higher opacity in the overlapping regions of the image, as seen in the attached render
This is how the render should look
![1](https://github.com/LogicReinc/LogicReinc.BlendFarm/assets/32852821/0ed1fdc0-d4e2-4c5a-bc17-5af5d578df41)