Halos not rendering as they should

Hello,

I’m trying to add some glow to a certain part of my model by using halos. But the halos are not rendered in front of my model. It seems that all halos in front of solid faces are not shown. When I turn off halo the material renders correctly in front of the model.
To demonstrate the problem I’ve attached a render of the halo and a 3d view render showing where the halos are supposed to be rendered. (The white dots)
Btw I’m using a graphicall build from jaco (rev 13946) on WinXP Pro.
Anybody know what is going on?

Attachments



Ok I solved the problem and now I want to know if this is a bug or intended behaviour. I made a really simple scene to show the problem.
See third image.
The simple cube with a uvsphere half way intersecting with the cube. The cube material has ztrans activated but alpha is set to 1.0 fully opaque.
When I now set the material of the sphere to be a halo the halo gets rendered behind the cube. Seen on the second picture.
When I set the material to be a normal shader the sphere gets rendered correctly. Seen in the first image.
This happens also in 2.46 RC 1.

Attachments




I don’t know what to tell you about 2.46 rc1, But I did your same simple test with cube and sphere in 2.45 and it works fine. I see all of the sphere, that is not inside the cube, rendered as halos. So may be this is a bug in rc1.

That’s exactly how it’s supposed to work (Z-Trans materiasls on top of Halos and Solids).

The glow you’re looking for can be better achieved by putting the halo sphere on a visible but non rendering layer ((on the render layer tab it should be enabled in the buttons next to the word “Scene:”, but not next to the word “Layer:”)) and enabling it for Radiosity rather than Halo. Be sure normals are flipped to face the object which will receive the glow (if the inside of the light casting sphere will encompass the sphere on your charachther’s navel then flip the light caster’s normals inside).

Attachments


For information I posted a message on the discussion forum and the bahviour is working correctly since ztrans and halos have the same z-buffer value (infinity) and the implemented rule says ztrans for halos as RamboBay suggested.

@RamboBay: Thanks for that tip I will keep it in mind but for this project I do not want to use radiosity since it kills my rendertimes going from half a minute per frame to more then 5 min a frame which is not acceptable. Since I know my error now I fixed it and it renders the way I want it right now. I might actually add the glow postprocess after doing some more experimentation.
Thanks for all your answers and I learned something new again.