Thanks Holger, job finished now but will keep this for future occurrences!
a _____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger Sent: 18 March 2015 21:25 To: softimage@listproc.autodesk.com Subject: RE: baVolume fog pass with sprites You can use the BA Color Switcher. That sprite mode has a workaround for this issue with volumes or distance shaders. Afaik this is a mental Ray bug, not a bug in the SI sprite shader. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night _____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Friday, March 13, 2015 2:50 PM To: softimage@listproc.autodesk.com Subject: baVolume fog pass with sprites hi guys, trying to render a non homogenous fog pass for a shot, that has sprite shader cut outs of people on particle cards getting a very odd render result where the people are lighter than the surrounding fog! anyone seen this and found a solution? ideally don't want a solution that changes the RGB as the client has signed it off! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com <blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com> www.fluid-pictures.com <blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/> Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71