ganzo
07-04-2009, 07:00 PM
Heya guys, there might be a simple solution to this, but I cant really seem to find it.
I created a rough mesh to look like a water splash and created a simple glass shader on it. Im using an HDR panorama on a sphere with using a surface shader. Im also using an image plane. I want to get the light contribution from the HDR, but I want the image plane to be refracted through the material. So basically...light contribution from hdr but want to hide that in render time and show the image plane as background and see it refracted through the glass material.
The image plane blocks the light contribution from the hdr. How can I hide the hdr sphere and still get its contribution?
I created a rough mesh to look like a water splash and created a simple glass shader on it. Im using an HDR panorama on a sphere with using a surface shader. Im also using an image plane. I want to get the light contribution from the HDR, but I want the image plane to be refracted through the material. So basically...light contribution from hdr but want to hide that in render time and show the image plane as background and see it refracted through the glass material.
The image plane blocks the light contribution from the hdr. How can I hide the hdr sphere and still get its contribution?
