Im trying to render some simple smoke effect with sprites and mental ray. The problem is the sprites are not fading off according to my ramp tied into opacityPP.
The particle opacity seems to fall off correctly in veiwport and render correctly in hardware render buffer, but we want to render Mental Ray.
Is there something im missing here? I feel something as simple as particle fall off cant be this broken.
NOTE: Breaks when assigning a custom material/ texture, just a simple lambert with my sprite card plugged into it.