mattak Posted April 3, 2018 Share Posted April 3, 2018 (edited) Hi everybody, thought I'd throw up a simple file to demo the problem, In the context of rendering a flip sim mesh in mantra, with the env geometry as both holdout 'forced matte' and 'forced phantom' to have it still show up in reflections and refractions, I have a situation where by adding the object as forced phantom, it cancels out force matte. But as a work-around - it seems if I duplicate that same env geometry, by copy&pasting the sop, and setting that new sop to be the phantom and not the original, mantra renders as expected. Go figure... Cheers, Matt 01 Render with everything visible 02 forced phantom cancelling forced matte 03 both forced matte and forced phantom working after sop object duplication phantomHoldoutTest_v001.hip Edited April 3, 2018 by mattak naming/description of images Quote Link to comment Share on other sites More sharing options...
Skybar Posted April 3, 2018 Share Posted April 3, 2018 What if you only use Forced Matte? Quote Link to comment Share on other sites More sharing options...
mattak Posted April 3, 2018 Author Share Posted April 3, 2018 Yeah your right. If I just use Forced matte and completely remove all phantom objects it renders the same, though I wouldn't necessarily expect it to, as only the spheres (waterGeom) are in Forced objects. Quote Link to comment Share on other sites More sharing options...
anim Posted April 8, 2018 Share Posted April 8, 2018 you can read more about matte shading here: http://www.sidefx.com/docs/houdini/props/mantra.html#shading Quote When enabled, the object’s surface shader will be replaced with a matte shader for primary rays. ... Secondary rays will still use the object’s assigned surface shader, allowing it to appear in reflections and indirect lighting even though it will not render directly. ... Quote Link to comment Share on other sites More sharing options...
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