McGergs
12-12-2006, 10:01 AM
I have a simple polygon glass cup I am rendering with a dark pink liquid inside using Maya 8. I have applied seperate dieletric materials and and dielectric photons to the polygon meshes for the glass and liquid.
I have "pass custom alpha channel" turned on in my render globals for mental ray. My alpha seems to render transparent for the glass obejects based on the refraction rate. How can I make it not do that for my glass shaders? I just want the alpha to be solid white.
I understand this would be useful in a composited scene but I just want my alpha to render solid white no matter what the transparency of the shader is.
Any help you can give would be awsome :)
I have "pass custom alpha channel" turned on in my render globals for mental ray. My alpha seems to render transparent for the glass obejects based on the refraction rate. How can I make it not do that for my glass shaders? I just want the alpha to be solid white.
I understand this would be useful in a composited scene but I just want my alpha to render solid white no matter what the transparency of the shader is.
Any help you can give would be awsome :)