Hello all, quick question.
I have a polygon object textured with an image of 3 big leaves. (The image includes an alpha channel for transparency, of course)
I would like to know if there is any way to render an occlusion pass that also takes that alpha image into account. Like... Is there some way to feed that alpha into the occlusion shader the render layer override applies to my scene? I don't want to occlude based solely on the geometry as this makes large, square, ugliness instead of leaf shaped occlusion prettiness.
I'm an animation guy, so be gentle with me. I am really getting interested in the lighting / texturing / rendering side of things, but it's all still pretty confusing to me.
I have searched here, but only found one topic that seemed to suggest it was possible...
If there is no way, my only other thought was to remove the leaf objects from the occlusion render layer, but then of course objects behind them will show up in the occlusion render when they should be hidden by the leaves... Unless I apply a black surface shader to the leaf objects to ask as a mask?
Hrm...
Anyways, thanks in advance! This is my current biggest unknown in terms of rendering my short film, so any advice is greatly appreciated!
-Pixelpower