Augustin is right, it works, but only for the Transparent BSDF. In
Cycles, Transparent is defined to work as, "render as if there was no
geometry there", which also affects AO and shadow rays.

The case could be made that the Glass BSDF should also work this way
for AO rays, but it gets fuzzy then, where depending on the particular
settings of a BSDF it may seem a good/bad idea to make it transparent.
Right now there's a clear and consistent rule at least, and you can
control it with the light path node.

Brecht.

On Sun, Apr 22, 2012 at 11:32 PM, François T. <francoistarl...@gmail.com> wrote:
> 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
>> > _______________________________________________
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>> >
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>
>
>
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