I can't seem to get my head around how to go about making a window scenic show up as an alpha render element. Of course you can set the Alpha contribution of the scenic plane to 0, but because there's glass in the window, it doesn't work. And because there's glass in the window, if you fiddle with that (Alpha contribution, or Affect channels Color + Alpha for reflection/refraction, you can pull an alpha of the glass, but then any geometry behind the glass (window panes, other building architecture) disappears as well. So short of hiding the glass material in a window, what should the proper procedure be to pull an alpha of a window scenic where the window has glass in it?
Thanks.
Thanks.
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