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Easiest way to do this is by unchecking the Reflection/refraction box in the Global Switches rollout. I would think that everything should be the same unless you're using Reflective or Refractive GI caustics.
you may get some strange things happening because as soon as you turn that off you lose the refractive properties of the material and it turns to the base colour .... so it might work ok but you are doing calcs for a different material really. try it and let us know what happens.
hmmm like natty said you would have to be carefull of what you base color is.
For instance, if you had a 100% reflective sphere in the middle of a white room, and you render it normally it would look fine. But if you were to turn off the reflect/refract globals and render it would look wrong if for instance the sphere had a bright red base material it would bleed red everywhere in the IR map, and in the full render there would be a red color.
I hope that makes sense.
So im sure it works, but then the base diffuse color needs to be taken into careful consideration.
Thanks for all the replay
as soon as i'll get some free time i will check it and post my results
meenwhile i rather not take any chances because of the tight deadlines.
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