Cutout Opacity at 0% still affects render in iRay
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It'll always render at the start and then slowly disappear. But in some cases, it still draws as if an invisible object has some amount of specularity. At the very least, it affects the render of whatever is underneath. I thought I could just set the opacity to 0% and it wouldn't draw at all. It seems this is not true. Looks like I may have to use grafting instead. But it doesn't solve the issue on items that I didn't make. Is this normal?
Comments
I can't say it's "normal" but it's common. If there are vestiges of the surface rendering remaining even with cutout to 0%, you could try changing the surface to a material that doesn't have the objectional features.
Specular reflection will still occur in Iray even if the opacity is zero. Change the surface to have no specular (i.e., a purely diffuse shader.)
What is a purely diffuse shader?
I have the same issue and tried some of the nvidia default shader but it was always the same. Even when changing all settings of the shader to black or where possible zero there is still a shadow visible.
It's a shader without any specularity/highlights/glossiness -- pretty much a matte, non-reflective finish. You could try the matte rubber shader, rather than the default Uber shader, the latter of which has quite a bit of glossiness.
You may still get some artifacts/effects, such as ambient occlusion right under the object, depending on lighting and other conditions. The best solutions are to hide the object, or remove the polygons with the geo editor, or some other technique where the polygons are not sent to Iray as part of the scene database.
Am I understanding it right to remove the polygons with geo editor I will need another program? Because when searching for it there appears to be only a video of someone using an extra software.
No, the Geometry Editor is a tool in Studio. The tutorial here shows how to use it for a slightly difference purpose, but once you have the geometry selected as shown, use the Visibility option in the context menu to hide the selected polygons. Hiding should probably do it, but you can also delete selected polygons. The hidden status isn't saved when you save the scene, by the way. If you want a more permanent solution you could create a new surface from selected and hide (and unhide) that as needed. That will be saved with the scene but won't affect the original asset in your library (which you probably wouldn't want!) unless you save the modified asset specifically on its own.
I guess it'd make for a good added feature then? A button to completely turn off a surface.
Ok hiding it in the geometry editor did solve it. Thank you.
It's also good to remove polygons if you need to work with decals that you don't want covering stuff that isn't supposed to be there.
Try leaving opacity at full (1) but put black (RGB 0 0 0 ) texture in the opacity image slot.