Not getting Transparency with FG

Hi,
I've been using a sphere for my FG calculations with it's primary visibility off, cast and recieve shadows off and some color in the incandecence or the ambient node. Also I am using a texture with alpha on a poly in the transparent node as a tranperancy map. But I am getting opaque alpha and the color of the area where it should be transparent is the color used in incandecence or the ambient of the FG Sphere. If any body got any solutions please help.

Thanks

Transparency with photon mapping needs to be handled in a differently in MR. A transparency map that works in MR default or the maya renderer stops working when you use GI or FG.

To get them to work you need to attach a MIB shadow transparency shader to the material and have the transparency map inverted mapped to the color of the MIB shadow transparency shader, (White is fully transparent, black is solid).

Then connect the output of the MR shadow shader node to the shadow shader slot on the shading group.

You will also need to set the transp slider to white and the mode to 2 in the MR shadow transparency shader.

This should get it to work.

i was having a similar problem... your solution sounds like it should do the trick, but i had some problems following your directions:

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which input of the shader do you connect the MIB Shadow Transparency to? i got everything else, but i'm not sure how these two are connected (i got the one to the shading group, but nothing to the shader itself so far).

is there any chance you can point me to a screen shot of the shading network required to set this up? =)

thanks for the info so far though,
hai