Semi-Opaque Alpha & mental ray – Tutorial
Transparent or semi-transparent shader will produce a semi opaque alpha, if it was rendered with a Maya shader
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The following image is a Blinn shader rendered with mental ray, you can see the semi-opaque alpha
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However if you assign a dielectric material or a Glass mia_material, you will get an opaque alpha.
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To correct that behavior you will need a mib_transparency node Adjust the shading network to the following
mib_transparency outValue to the Material shader in the SG node
mia_material outValue to mib_transparency input
The Transp value in the mib_transparency node requires RGB value for it to work properly
Attaching a ramp node to it will give you the ability to control the opaque value in the alpha channel
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Note: after talking to a co-worker, he pointed out that the above image is “wrong” because the cylinder should be white in the alpha (the part that overlap the plane)
To correct this:
I used the same method as described before, this time I used the mib_continue rather than the mib_transparency.
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The reason I kept the previous work flow, is one of my composting friends liked the idea of having that look, according to him “it gives me more control in composting”
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May 1st, 2007 at 7:40 pm
Nice tip! Me like very much!
June 21st, 2008 at 8:16 pm
That was awesome!!!!!
October 21st, 2009 at 4:15 am
good glass maya tutorial