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wizzackr
06-07-2006, 06:26 PM
Here is the problem I run into: I have a pretty messy Maya Phong with a bunch of stuff connected to it. The important part for the problem I am having is that it is semi-transparent. Now, if I use this shader for final gathering render-times rocket into low orbit and I wanted to use francescaluce's ctrl.ray shader to fix this by piping in a normal lambert shader or something similar for final gather precomp and final gather.

The problem is, that I am to too dumb to get the transparency of the maya phong to work with ctrl.rays :) , so I am seeking your advice. What I did so far: The phong went into the eye rays, a lambert into final gather (also put to semi-transparent). As the maya phong does not automatically attach to the eyeA channel as the MR shaders do, I manually tried connecting the phongs transparency channel to the eyeA (or finalGatherA for that matter) channel via the RGB->Luminance utility - all to no avail.

How do I correctly set this up? Do I have to use all MRShaders with ctrl.rays? Any help is greatly appreciated (as always ;) ).
Cheers,
J

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