I know you can add a visibility property to polygon clusters, but is there a way to override primary ray visibility?
I need to hide a bunch of polys on some characters, but I still need them to cast shadows. If they were objects, I'd just override their primary ray visibility, but it doesn't look like you can do that for polygon clusters.
Any ideas?
-Paul
Override primary ray visibility on a polygon cluster?
Re: Override primary ray visibility on a polygon cluster?
What renderer are you using? cause you could very easily do some ray switching! (at the material level)
Re: Override primary ray visibility on a polygon cluster?
Redshift.
I tried rayswitching but the problem I ran into was having to set my refractive ray depth really high, which slowed things down considerably.
The solution I ended up using was to extract the polygon clusters, use GATOR to transfer the envelopes to the extracted polys, then delete the originals. That way I could use the standard override method and it renders a lot faster.
-Paul
I tried rayswitching but the problem I ran into was having to set my refractive ray depth really high, which slowed things down considerably.
The solution I ended up using was to extract the polygon clusters, use GATOR to transfer the envelopes to the extracted polys, then delete the originals. That way I could use the standard override method and it renders a lot faster.
-Paul
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