Yes, there was no alpha at all. Fixed by:

1. Applied Arnold geometry properties , and unchecking Opaque (checked by
default on all geo when using Arnold)
With that, "Opacity" parameter on a Standard shader can be used to drive
the opacity on the entire geometry

2. Played with the transparency with the Refractive = 1 and set the IOR as
desired.

3. Finally I could do a render on .exr with "RGBA" option enabled (I missed
it on .PNG because it´s not float)

Then I got clean and crisp alpha as desired with Transparent objects
(refractive issue) with no probs at all.

Thanks team!

On Mon, Jun 6, 2016 at 10:33 AM, Schoenberger <[email protected]> wrote:

>
> Ah, ok.  So the issue was not no alpha for refractive objects, it was no
> alpha at all?
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> ------------------------------
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Pierre Schiller
> *Sent:* Monday, June 06, 2016 5:21 PM
> *To:* [email protected]
> *Subject:* Re: Arnold shaders, interactive oppacity on Alpha?
>
> THANK YOU ORLANDO! deng! the most obvious thing! Yep, I´m reading alpha
> now.
> Cheers.
>
>
>
> On Mon, Jun 6, 2016 at 9:39 AM, Orlando Esponda <[email protected]
> > wrote:
>
>> Are you sure your framebuffer is set to RGBA?  Sounds like you have it
>> set to RGB only.
>>
>> El lun., jun. 6, 2016 12:01 AM, Pierre Schiller <
>> [email protected]> escribió:
>>
>>> I don´t understand something: If I use the PREVIEW button on Render
>>> >Render>Preview, I save the picture as .png and IT COMES with an alpha
>>> ready channel.
>>>
>>> But if I render a series of images as .png the background comes with NO
>>> ALPHA.
>>>
>>> Ok, I´m very confused now. Why can´t I get an alpha straight out from a
>>> sequence .png?
>>>
>>> Thanks.
>>>
>>>
>>> On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
>>> [email protected]> wrote:
>>>
>>>> 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 <[email protected]>
>>>> 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:[email protected]]
>>>>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>>>>> *To:* '[email protected]'
>>>>> *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
>>>>>
>>>>>
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>>>>> Softimage Mailing List.
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>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>> Cinema & TV production
>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>
>>>
>>>
>>>
>>> --
>>> Portfolio 2013 <http://be.net/3dcinetv>
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>>
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>
>
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