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themasterlink avatar themasterlink commented on May 12, 2024

You don’t want to render transparency, correctly?

For that, you can change the amount rays for this via:

"transmission_bounces": 200,
"transparency_bounces": 200

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krebin avatar krebin commented on May 12, 2024

Thank you for your quick reply!
I've tried changing both those numbers to 0 and it appears that the transparent material becomes solid, but I check the depth map and it's still not what I'm expecting.

Here's a picture of what I mean : https://gyazo.com/366587ce0491b9998631b5d83a4d1123
The shower's doors look solid, but the depth is still behaving like it's transparent.

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themasterlink avatar themasterlink commented on May 12, 2024

I found a different solution to your problem, you could also set in all principled shader the alpha value to 1.0 like this, keep in mind you have to do this before the rendering takes place:

{
  "module": "manipulators.MaterialManipulator",
  "config": {
    "selector": {
      "provider": "getter.Material",
      "conditions": [
        {"name": ".*"} # selects all materials
      ]
    },
    "cf_set_Alpha": 1.0 # sets the alpha value to 1.0 (not transparent)
  }
},

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themasterlink avatar themasterlink commented on May 12, 2024

We assume this to be closed for now, if this didn't resolve your problem. Please reopen this issue with more details.

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eugenelyj avatar eugenelyj commented on May 12, 2024

@themasterlink Hi, could you tell me how to set alpha directly without using the config file? Since in my project it do not rely on such a config.

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cornerfarmer avatar cornerfarmer commented on May 12, 2024

Hey @eugenelyj,

you can set the alpha value of a given material mat via

mat.set_principled_shader_value("Alpha", 1)

See https://dlr-rm.github.io/BlenderProc/blenderproc.api.types.html?highlight=set_pr#blenderproc.types.Material.set_principled_shader_value

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eugenelyj avatar eugenelyj commented on May 12, 2024

@cornerfarmer Thank you!

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