I have a png texture with letters and transparent background (it’s a logo) placed 1mm in front of a wall. When I render it the whole bkgd of the image leaves a soft shadow at the wall, not just the letters. I can even see it at live preview. Lumion or vray have not the same bug, i.e. renders the same scene without this shadow, so it’s not my models’ fault. Used sketchup 2020, D5 1.8, 3080 gpu with 361.09 drivers.!
I enclose photos of the problem and renders with another app.
Hi there,
Could you provide some screenshots of the issue?
Has this been solved yet? Working with decalls is still a very clumpsy workaround in D5.
Sorry, but this issue is still present. This is a link to the related forum post: Custom Alpha shadow bug - Get Help - D5 RENDER FORUM
Please be assured that I have formally escalated this concern to our team. We are aware that this has been a long-standing issue, and it has been brought to our development team’s attention for prioritization and resolution as soon as possible.
Just to clarify, the other link I have provided is an issue where the emissive lights are known to have cause the borders. If these materials are not present on your end, then it might be best to use Custom Alpha Material Template instead of Transparent.
Thanks Clov! Thanks for putting this topic to the attention. I use decalls and branding on walls/furniture so often that it would really be great if this can be solved! In Lumion there’s a slider that’s solves this issue (Z-fighting). Really hope there will be a fix soon…
Yes, I already do! I never use transparant materials for this.
I really, really love D5 and the way D5 is evolving but how it handles png’s and how they are aliased is shocking. All the AI development is great but it still can’t properly handle transparant png’s…come on! (I don’t want to be rude…I’m just frustrated, sorry)
Thanks for your feedback, and your frustration is valid. We have already raised this matter with our team.
- Aside from that, can you send us a screenshot of what it looks like on your end? I assume the Custom Alpha Mask is placed under a light source, specifically from a material where its emissivity has been activated.
- This is how custom alpha looks on my end; the image is in PNG format.