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Transmission has a glowing rim when layering two objects with transmission

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Message 1 of 15
chris.bruinXRJUW
563 Views, 14 Replies

Transmission has a glowing rim when layering two objects with transmission

I am experiencing an issue with my eye setup. As you can see in the image below, I have a glowing rim around the edge of the eyeball in the transmission pass. The caruncle geometry overlaps the eye, and both have transmission enabled.

5382-eyebeauty.png

5383-eyetrans.png


Both the caruncle and sclera materials are using the aiStandardSurface. Both have Opaque set to Off, and both are using Transmission. The head, caruncle, and eyes all are part of the same SSS Set Name as well.

Here is the shader setup for both caruncle and eye:

5384-sclerashader.png

5385-caruncleshader.png

As you can see, both are very similar, the only difference being that the caruncle has a bit of control over the transmission depth. Disabling this and matching the eye still gets the same results.

Any ideas how I can remove this weird rim light on the transmission pass? It appears only when the eye is in shadow, as the other eye, in light, doesn't have the rim visible, as seen here:

5381-eyebeautyr.png


Lastly, my render has little red dots all throughout, they don't appear in any AOV, only in the beauty pass. Clamping values doesn't remove them. Any ideas there?


I am running the latest Arnold release, 3.3.0.2 - f5753062, in Maya 2018.


Thanks.

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14 REPLIES 14
Message 2 of 15

Are you using SSS Set Name?

Which SSS type are you using?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 15

I am using SSS Set Names, all objects are set to "1".

I am also using randomwalk_v2 for all objects.

Message 4 of 15

Do you have a simple scene that reproduces the issue with red pixels?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 15

I tried rendering a simple scene, with just the head and a single area light. The red dots in the original post weren't the only color, so in this render some of them are now blue.

5584-spot.png

5585-lightsetting.png

Message 6 of 15

The light intensity is very bright. Does lowering the intensity affect the pixels?

I would leave Intensity at 1 and just use Exposure.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 15

I did that with the HDRI dome I was using, it was a default value of 1, and then I just adjusted the exposure values, which was used for the original render that shows the red dots.

Message 8 of 15

ok, do you have a simple scene that we can test?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 15

I can assemble one for you, is there an email I can send it to? This project is confidential as it's owned by my company, so I can't post a public link.

Message 10 of 15

Can you just assign the shader to a sphere?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 11 of 15

I can do that, but I also can't post the textures publicly. Without the textures, the sphere renders without those dots.

Message 12 of 15

ok, email me - lee at solidangle dot com

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 13 of 15

Where should I see the odd pixels?

5607-1578497909433.png

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 14 of 15
lee_griggs
in reply to: lee_griggs

Closeup render.

5608-untitled-1.jpg

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 15 of 15

It is random each time the lighting/camera angle changes. There is never any consistency as to where they appear. I added a camera in the scene I sent you, using the HDRI that is included in the scene should show similar results to the RenderError.png included in the .zip

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