I have a work around.

I create a switch in all my shaders that have alpha, put an ao node in, plug in 
the alpha to its opacity.

Then in a new partition I set an override to switch the switch, and change the 
settings of the nested ao globally or partition wide.

Essentially you are storing the ao shader with opacity alpha within the shader 
then activating it via override.

Hope it helps! I have tried it on redshift, Arnold and mental ray.


--- Original Message ---

From: "Chris Marshall" <[email protected]>
Sent: September 30, 2014 5:15 AM
To: "Thomas Volkmann" <[email protected]>, 
[email protected]
Subject: Re: transparency and ambient occlusion

Thanks, I think I knew that one already! Doh! It's not quite doing what I
want though so I'm just going to not have any AO after all.
Thanks anyway.


On 30 September 2014 10:55, Thomas Volkmann <[email protected]>
wrote:

>   I think BA_raylength from the essentialpack should do this:
> http://www.binaryalchemy.de/index_dev.htm
>
>  cheers,
>  Thomas
>
> Chris Marshall <[email protected]> hat am 30. September 2014 um
> 11:40 geschrieben:
>
>  Hi All,
> I have a number of grids with a transparent texture on, like rough edged
> paper stacked up. But the ambient occlusion which is on the camera is
> picking up the edge of the geometry not the textured edge. I'm sure there's
> a way to sort this but can't figure.
>
>  Thanks
>
> Chris
>
>
>
>



--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

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