Baking: Geometry behind transparent materials is ignored #119610
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Reference: blender/blender#119610
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System Information
Operating system: Windows 10
Graphics card: rtx 2060 super
Blender Version
Broken: 3.0, 4.0 , 4.1+
Worked: 3.0 beta 22ffd69a91
Short description of error
This is a very specific behavior that I believe was misinterpreted as an error & incorrectly reverted
#93082
This disables the ability to bake geometry behind other geometry with transparent materials. When you bake an object with transparent materials, any ray that hits a transparent object just ends there, instead of continuing, resulting in the inability to bake objects that have several layers of transparency, such as hair cards or any material with opacity/transparency.
If you do not want those objects to show, they should be turned off in render. Or use a holdout material instead.
Looking at the fix, it seems to replace transparency with holdout, so that's the problem, I think. User should manually use holdout instead, this just disables the ability to bake multiple layers of anything with transparency, which is a big problem
Exact steps for others to reproduce the error
The mentioned bug report's behavior is actually what you would expect from baking transparent materials, being able to bake multiple layers of alpha. I think this fix should then be reverted.
@brecht ^
Though baking is consistent in older versions as well. Not sure if this would be consider as a bug or request.
The way I see it, it was an incorrect behavior that was fixed but immediately reverted afterwards.
While searching about this issue, I saw lots of people asking for this but saying this may be a limitation in the software, but now I'm seeing that it's possible, just disabled by this change.
I've looked at the fix
f0be276514
It seems to replace the transparency with a holdout material from what I understand. So the baking now behaves like it's a holdout instead of transparency. I think this is what's incorrect; the user would expect it to behave like transparency, allowing bake to draw geometry under transparent materials. To replicate the current behavior, they would use a holdout material instead.
For people who may be having this issue as well and looked this up: Here's how you can enable alpha baking. You will have to re-compile blender from the source code so here's a guide for that:
https://developer.blender.org/docs/handbook/building_blender/windows/
Go to this file:
intern/cycles/scene/integrator.cpp
Go to around line 246, and delete the following lines:
if (scene->bake_manager->get_baking()) {
/* Baking does not need to trace through transparency, we only want to bake
* the object itself. */
kintegrator->filter_closures |= FILTER_CLOSURE_TRANSPARENT;
}
Save, commit the change, and re-compile blender.
Results in the bake no longer ignoring alpha, and allowing you to properly bake multiple layers of alpha cards. See image for the now properly working behavior.