As AO is geometry based, as far as I know, it is not supposed to make difference on its transparency, as at least the basic algorithm only check for mesh data, but not the material.
2012/4/22 Agustin Benavidez <agustinbenavi...@gmail.com> > I am pretty sure it does work with transparent BSDF, and not with caustics > i.e. using glass bsdf , so if you are using glass bsdf, use light path node > to switch to transparent bsdf at least for shadow/diffuse rays or whatever > ray you need. > Cheers > > > 2012/4/22 Tobias Oelgarte <tobias.oelga...@googlemail.com> > > > I made some experiments with Cycles today and I noticed that AO sees all > > faces as opaque, like the internal Renderer did. That means that a face > > with glass material (entirely or nearly entirely transparent) will be > > dark (itself) at parts close to other geometry. Should AO not have much > > less impact on such surfaces? Otherwise it can be hardly combined with > > transparent materials. > > > > Do you see room for improvement or should it stay this way? > > > > Greetings from > > Tobias Oelgarte > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- ____________________ François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers