So I have a bit of a difficult wish to explain.
This all becomes easier to understand when doing a lot of photoshop editing to glass and objects rendered behind glass.
The conditions are as follows:
1) Rendering glass with the refraction affect channels set to Color only I get nice solid reflections of transparent and reflective materials (glass). In the rawrefraction and refraction passes I get self-reflections (annoying as I'd prefer a "window" to the what's behind the glass. The most irritating thing about this setup is that multimatteelements have solid colours so they can't be used to mask any objects behind a reflective and transparent material.
2) Rendering glass with the refraction affect channels set to All channels I get transparent reflections. Annoying and somewhat useless when you want to boost glass reflections without boosting everything seen behind it. rawrefraction and refraction passes remain the same as above. The bonus here is the multimattes now employ transparency.
I have tried using flat planes as a test, setting the refraction IOR to 1.0 and reflective to whatever. If I turn OFF reflect on backside, I get refraction passes with no reflections. great but the material is pretty lifeless. Alas the problem essential is the same as above
Question 1) Can I please have transparent multimatteelements while getting reflection passes that have no transparency?
Question 2) Is there any conceivable way to get a refraction pass that isn't full of internal reflections and isn't single plane geometry?
And before anyone suggests I do separate passes for glass, I have tried this a few times before, and in particular on the last three projects I've worked on. I didn't find this method satisfactory at all as I had curtain walls with such insane curvature that rendering mirror glass and plopping it over the top was a nightmare to get it looking correct.
Thanks for reading!
- James
This all becomes easier to understand when doing a lot of photoshop editing to glass and objects rendered behind glass.
The conditions are as follows:
1) Rendering glass with the refraction affect channels set to Color only I get nice solid reflections of transparent and reflective materials (glass). In the rawrefraction and refraction passes I get self-reflections (annoying as I'd prefer a "window" to the what's behind the glass. The most irritating thing about this setup is that multimatteelements have solid colours so they can't be used to mask any objects behind a reflective and transparent material.
2) Rendering glass with the refraction affect channels set to All channels I get transparent reflections. Annoying and somewhat useless when you want to boost glass reflections without boosting everything seen behind it. rawrefraction and refraction passes remain the same as above. The bonus here is the multimattes now employ transparency.
I have tried using flat planes as a test, setting the refraction IOR to 1.0 and reflective to whatever. If I turn OFF reflect on backside, I get refraction passes with no reflections. great but the material is pretty lifeless. Alas the problem essential is the same as above

Question 1) Can I please have transparent multimatteelements while getting reflection passes that have no transparency?
Question 2) Is there any conceivable way to get a refraction pass that isn't full of internal reflections and isn't single plane geometry?
And before anyone suggests I do separate passes for glass, I have tried this a few times before, and in particular on the last three projects I've worked on. I didn't find this method satisfactory at all as I had curtain walls with such insane curvature that rendering mirror glass and plopping it over the top was a nightmare to get it looking correct.
Thanks for reading!
- James
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