comic-craig
04-24-2006, 11:19 PM
I have a gem that has refractions that cuts holes into the alpha of the character behind it. To be more specific- I have a phong SG that has a dielectric material shader with Ior set at 2 running into its material shader. I notice this problem with any refractive surface- it doesn't seem to be specific to my shader. I plan on currently rendering a second alpha pass- but I'm wondering if there is a way to overide alpha transparency.
BTW- I have attempted custom alpha pass without proper results.... like I said, it doesn't seem Mental Ray specific.
BTW- I have attempted custom alpha pass without proper results.... like I said, it doesn't seem Mental Ray specific.
