Hi
 
In short: As I said in my first post, you have to use one of the Binary Alchemy 
shaders.
They work the same as Mental Ray shaders. You get a transparent alpha.

 
>I should set a gigantic grid on the entire background with the color I desire?
No. Ok, a bit more explanation:
 
I am talking about the environment shader, not an object.
In Softimage, you can assign an environment shader in your render tree or in 
your pass:
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/tex_maps_CreatingaReflectionEnvironmentM
ap.htm,topicNumber=d30e360710
 
 
In your case you do not want an environment shader.
If you do not set an environment shader, then the default is RGBA= 0/0/0/0.
This is how MRay works in your Softimage scene. 
If a ray is refracted and hits the refraction depth limit or exits the 
refractive object, then you get the black environment with 0
alpha.
 
 
Solidangle has a different thought. A refractive object like glass does not 
show exactly what's behind the object, the environment
is distorted. Using an environment shader like a photo results in a wrong 
output. Therefore they decided to make the alpha not
transparent.
I assume some compositor wanted it that way.
In my eyes it is the wrong decision, I have used a transparent alpha in comp 
even for reflections. And with the MRay env shader the
user can decide what kind of alpha he wants. With the Solidangle approach you 
cannot decide.
 
 
 
 
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 Pierre Schiller
Sent: Monday, June 06, 2016 1:01 AM
To: softimage@listproc.autodesk.com
Subject: Re: Arnold shaders, interactive oppacity on Alpha?


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

 

 

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