i am just trying to render an occlusion pass with mr, where i have stand in geometry for the background.
since i want to composit that result over live footage, i dont want the stand in objects to shade themselves (e.g. a stair where the steps shade themselves in the edges.. that would result in double occlusion: the real one and the rendered one).
i saw the Id_nonself in the mib_amb_occlusion shader but i really have no idea how it works.
no matter what i enter there the rendering stays the same.
any clues or hints?