Hi guys,
I am currently using VRayAmbientLight to fake gi in a sequence of shots and it's working really well in every way except for where I have transparent objects.
I have a VRayDirt shader in the ambientlight and where I have transparent objects in close proximity to other objects in the scene, I get very dark ambient occlusion where I would expect it to be bright (because of the transparency allowing light through). It does not respect the transparency at all and it makes no difference if I exclude the transparent objects from the VRayAmbientLight or Affect Shadows/all channels in the material.
I could render it in passes to get around this but I'd rather not if possible.
Any ideas?
Cheers,
Rob
I am currently using VRayAmbientLight to fake gi in a sequence of shots and it's working really well in every way except for where I have transparent objects.
I have a VRayDirt shader in the ambientlight and where I have transparent objects in close proximity to other objects in the scene, I get very dark ambient occlusion where I would expect it to be bright (because of the transparency allowing light through). It does not respect the transparency at all and it makes no difference if I exclude the transparent objects from the VRayAmbientLight or Affect Shadows/all channels in the material.
I could render it in passes to get around this but I'd rather not if possible.
Any ideas?
Cheers,
Rob
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