Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

In RenderMan, you can control the opacity of an object using the Presence Parameter on the materials. Typically designed to work as a 0 or 1 "cutout" effect, values in-between can be used for semi-transparent objects or ghost-like effects.


Before After Image Slider
hoverfalse
methodoverlay
width100%
overlayedSlidertrue
leftImageimage_galleries_uuid_elephant_ear_jpg-6a073487-aaba-423e-99a9-8a5bc39f74ae
rightImageimage_galleries_uuid_elephant_ear_no_presence_jpg-28a48b7c-4ea4-46eb-9563-2689d79f5d86


Note

If using a value between 0 and 1 (or a pattern with middle gray values) you will notice noise by default since we use a stochastic sampling technique. However, integrators allow for smoother effects by specifying a depth in the Stoachastic Stochastic Opacity Depth parameter. Where each intersection counts as a depth limit. This will be explained below.

If rendering thick glass, presence is ignored as we need to know when we enter and exit a volume. A cutout here could cause issues with that condition.

...

This is the traditional way to use the parameter. But you may wish to use partial presence values in rendering for something semi-opaque. By default, we use a stochastic method to determine presence. This means we randomly sample at varying levels of presence when the value is not a 0 or 1. This can generate noise and require more samples to clear up or converge. Below we have a set of overlapping planes set to a Presence value of 0.15. Notice that lower presence values will show more noise than higher values.

...

  • If using cached, decrease the micropolygon length to create smaller microplygons micropolygons and therefore more detail
  • You may switch from cached to non-cached and instead evaluate with each shading sample, this could be expensive but it is "easiest" as a solution

...