This is probably a maya problem, but I thought I would ask here in the hope that someone can help. I'm trying to set up some quick viewport renders using the ogsRender (like viewport 2.0). The vray MTL seems to render as expected for normal shading.
Here's the problem. If I put a card in front of my other objects and assign to the card a vrayMtl that is self-illumination and opacity mapped, it all works as I'd expect until I turn on screen based ambient occlusion. The occlusion is masked by the card, even in the transparent areas. I suppose this is probably a limitation of screen based ambient occlusion.
But if I swap the card's shader from the vrayMtl to a maya surfaceShader with the same color and transparency maps, then I get the opposite effect. Now the occlusion is on top of everything, including the card (which just looks weird).
I was kind of hoping that there might be a workaround, or even a flag I missed, because I'd really like to have the occlusion masked correctly by the card.
Does anybody have a suggestion?
thanks
David
Here's the problem. If I put a card in front of my other objects and assign to the card a vrayMtl that is self-illumination and opacity mapped, it all works as I'd expect until I turn on screen based ambient occlusion. The occlusion is masked by the card, even in the transparent areas. I suppose this is probably a limitation of screen based ambient occlusion.
But if I swap the card's shader from the vrayMtl to a maya surfaceShader with the same color and transparency maps, then I get the opposite effect. Now the occlusion is on top of everything, including the card (which just looks weird).
I was kind of hoping that there might be a workaround, or even a flag I missed, because I'd really like to have the occlusion masked correctly by the card.
Does anybody have a suggestion?
thanks
David
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