So, to get my "transparent bk" I should set a gigantic grid on the entire background with the color I desire? Wait, then, how doable is it to work with alpha with arnold directly from render? I´m figuring I can pull out a key (by doing another "solid" constant white shader, assign it to a pass with all the objects and rendering on MR, but that is not a solution since arnold as such should handle transparency all from a single render.
The objective is to have a set of furniture rendered WITH an alpha channel. How can I accomplish that? Help please. Thanks. On Tue, May 31, 2016 at 4:49 AM, Schoenberger <x...@digidragon.de> wrote: > And with an environment shader, you can even use a ray switch to choose > different colors for refraction and transparency. > (you might need to turn on the sprite mode transparency in my shaders) > > Holger Schönberger > technical director > The day has 24 hours, if that does not suffice, I will take the night > > > ------------------------------ > *From:* Schoenberger [mailto:x...@digidragon.de] > *Sent:* Tuesday, May 31, 2016 11:46 AM > *To:* 'softimage@listproc.autodesk.com' > *Subject:* RE: Arnold shaders, interactive oppacity on Alpha? > > > >No alpha on arnold. What?! > No option in the shader to choose color+alpha if the refraction depth hits > the limit or if the ray leaves the scene. > In SI+ MRay, you can set an environment shader per object or pass to set > the color+alpha, which is by default 0/0/0/0. > > > Holger Schönberger > technical director > The day has 24 hours, if that does not suffice, I will take the night > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Portfolio 2013 <http://be.net/3dcinetv> Cinema & TV production Video Reel <https://vimeo.com/3dcinetv/reel2012>
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