I have been using this transparent, invisible to camera material to try and fix a Z-fighting issue caused by a wall. We’d like to keep the walls as-is, and just hide the side of the wall in our renderings somehow.
Why would a completely non-visible material still darken a material occupying the same spot? The sides of the wall are painted to be completely invisible, and behave accordingly when rendered on their own.
I’m not familiar with Revit, but in Maya it’s under the “overrides” tab of the render settings. It’s possible this setting doesn’t exist for Revit :-\ I didn’t find it in the help docs
The flickering you’re seeing is caused by overlapping geometry in the scene. Even though the material on one of the surfaces is set to be invisible to the camera, the two faces still occupy the exact same space. When this happens, the renderer can’t determine which surface should be visible at each pixel, resulting in the flickering artifacts.
Move one of the surfaces slightly so they no longer overlap. Even a very small offset is enough to prevent the conflict and eliminate the flickering.
I’m aware that the overlapping geometry is causing the flicker. I’m unsure why it would still be happening when one face is, by all metrics, completely invisible to the renderer. I’m specifically trying to hide one of the faces using V-Ray.
It’s easier for our workflow to keep these elements overlapping, rather than try to offset one face or the other.