Currently, there seems to be no way to remove the alpha contribution of objects in refraction rays. You CAN control the alpha contribution of objects in primary rays, but not refraction rays. To be more specific:
Create a sphere and give it a glass like material (refraction). Place a plane behind with an image texture that will be seen in the sphere's refraction. You can control the primary visibility of the plane and it's alpha contribution to the render, but the sphere alpha will be solid white, instead of semi transparent, as it would be without the plane being present, even when the plane is set as a matte surface. It seems that it is not possible to get the refraction contribution of the background plane in RGB while not getting it in alpha.
This would be nice if it were possible, for cases when transparent objects need to refract an image plane textured with practical footage elements for live action integration. If it is possible, please let me know what I may be doing wrong. I've been trying every possible permutation in the VRay Object Property node without success.
Thank you.
Create a sphere and give it a glass like material (refraction). Place a plane behind with an image texture that will be seen in the sphere's refraction. You can control the primary visibility of the plane and it's alpha contribution to the render, but the sphere alpha will be solid white, instead of semi transparent, as it would be without the plane being present, even when the plane is set as a matte surface. It seems that it is not possible to get the refraction contribution of the background plane in RGB while not getting it in alpha.
This would be nice if it were possible, for cases when transparent objects need to refract an image plane textured with practical footage elements for live action integration. If it is possible, please let me know what I may be doing wrong. I've been trying every possible permutation in the VRay Object Property node without success.
Thank you.
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