Apologies if I'm looking at this wrong or answer should be super obvious (and please correct me if so), but the following doesn't seem correct.
Glass-like material complete render, and one with a grey box behind, looks fine until you take into account the alpha...
![Click image for larger version
Name: Ex1.jpg
Views: 1
Size: 22.1 KB
ID: 885602](filedata/fetch?id=885602&d=1476199887)
Alpha with reflections and refractions affecting all channels:
![Click image for larger version
Name: Ex2.jpg
Views: 1
Size: 12.1 KB
ID: 885604](filedata/fetch?id=885604&d=1476199922)
Above appears too dark? Resulting in overly transparent image:
![Click image for larger version
Name: Ex3.jpg
Views: 1
Size: 27.9 KB
ID: 885605](filedata/fetch?id=885605&d=1476199949)
Whereas the two alphas individually rendered appear more correct:
First, alpha with reflections affect all channels, and refraction color only ...and... Second, alpha with reflections color only, and refraction affect all channels
![Click image for larger version
Name: Ex4b.jpg
Views: 1
Size: 18.7 KB
ID: 885606](filedata/fetch?id=885606&d=1476200825)
...I can composite/matte separately, but it seems like I'm working around a strange issue... or am I being dumb?![smile](https://forums.chaos.com/core/images/smilies/smile.gif)
Thanks!
This example scene:
ReflectionsRefractions.zip
Glass-like material complete render, and one with a grey box behind, looks fine until you take into account the alpha...
Alpha with reflections and refractions affecting all channels:
Above appears too dark? Resulting in overly transparent image:
Whereas the two alphas individually rendered appear more correct:
First, alpha with reflections affect all channels, and refraction color only ...and... Second, alpha with reflections color only, and refraction affect all channels
...I can composite/matte separately, but it seems like I'm working around a strange issue... or am I being dumb?
![smile](https://forums.chaos.com/core/images/smilies/smile.gif)
Thanks!
This example scene:
ReflectionsRefractions.zip
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