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wizlon
07-04-2003, 01:35 PM
Is it possible to get a correct alpha channel based on surface opacity with raytrace transparency turned on?

I need raytrace transparency on because I need my ray-recursion depth at 3.

Turning off raytrace transparency doesn't allow me to take into account the ray recursion and then produces a incorrect alpha channel.

Is there plug-in that would work?

How could this be done from my render? maybe convert my render to grayscale and then invert, and use this as the alpha?

Thanks in advance for any help.

Lee.

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