Override primary ray visibility on a polygon cluster?

Discussions about rendering in SOFTIMAGE©
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Paulrus
Posts: 67
Joined: 09 Aug 2009, 11:41

Override primary ray visibility on a polygon cluster?

Post by Paulrus » 29 Oct 2014, 20:09

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

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FXDude
Posts: 1129
Joined: 19 Jun 2012, 21:59

Re: Override primary ray visibility on a polygon cluster?

Post by FXDude » 30 Oct 2014, 17:41

What renderer are you using? cause you could very easily do some ray switching! (at the material level)

Paulrus
Posts: 67
Joined: 09 Aug 2009, 11:41

Re: Override primary ray visibility on a polygon cluster?

Post by Paulrus » 30 Oct 2014, 19:41

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

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