Notice how the transparent part of the Sprite
shader affects what's behind.
----- Original Message -----
Sent: Monday, April 10, 2006 5:34
PM
Subject: Re: Sprites and environment maps
refraction
No Alan I'm not using the rasterizer
atm.
You can see the problem here:
What I think I would like is the
Environment node to have Background Intensity split into refracted and non
refracted rays - perhaps there is a way to do that in the Render Tree but I
haven't found it yet.
- Morten
----- Original Message -----
Sent: Monday, April 10, 2006 5:11
PM
Subject: Re: Sprites and environment
maps refraction
If I had to take a guess it'd be that you're using the
rasterizer. Soft hasn't updated their shaders to ensure they all work
properly with the rasterizer.
I assume you mean you see what's behind
an area which should be opaque right?
Cheers,
Alan.
On 4/10/06, Morten
Bartholdy <xsi(at)colorshopvfx.dk> wrote:
I have a transparent object, a sheet of
water, where use a sprite shader to clip the edges of the water sheet,
creating a nice animatable edge using animated mattes. Works fine, but I
use an environment map for reflection and refraction, and problem is can
see the environment map through the part of the water sheet which is
supposed to be clipped by the matte through the sprite node, which I don't
want. Makes sense? I was looking at the Ray-Type switch but it
doesn't seem to provide what I need.
Does someone have a tip they can
share?