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

