XSI Ray Depth for transparency +final gather?


#1

hello everyone,

guess what, me again! Ok having some trouble rendering out a headlight cluster now for a car. I have 2 layers of “glass” textures covering the headlight cluster, consisting of an indicator and main clear glass. the trouble is that whenever I use final gather and a bump map no light seems to penetrate the glass, in fact it becomes completely opaque! Any ideas on why this is? If I change the objects properties and turn off Visibly by rays for final gather options this stops the problem it seems, but why is this?

In previous software I have been able to adjust how many times the rays will pass through transparent objects/bounce off reflections but doing this in xsi doesn’t seem to help the problem.

Also My scene is lit just from an environment shader HDRI.

Kind regards, William.


#2

afaik you cannot do that, but I haven’t used MR in a while…


#3

Ok from what I can tell mental ray sends two sets of Rays for rendering. Primary and secondary.

The Primary ray default is set to scanline and not raytracing which means ray depth for transparency and reflection isn’t accurately rendered. I have a feeling this has something to do with the odd effects I am having… will try and investigate!


#4

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