View Full Version : rendering blobmesh with refractive shader vs passes

05 May 2010, 09:06 AM

i am trying to render out blob mesh (particles) with refractive blinn shader in mental ray. (the blob mesh is emitting from an object and this object's primary visibility is switched off )
however i can not seem to get any passes associated to the contribution map of the layer. (i need basic passes - diffuse, refraction, reflection, opacity, matte)- its rendering the passes but black.
(other objects in the same scene are rendering fine apart from the particles.)

(with particles in the render layer) - the passes aren't there

(with no particles in the render layer) - the passes are there

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05 May 2010, 09:06 AM
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