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I have a layered rendering question and expect this must have come up before (I do not consider myself an Arnold expert).
The arises in a layered rendering situation and even though I am generally not a layered rendering fan, in this case, the scale makes it an absolute requirement. This needs to be treated as fact.
Consider the need to render a single mirror plane so that it is the only thing visible in the layer (i.e. it is the only thing with primary visibility on). However, imagine it is surrounded but a torus and I need to be sure the torus is properly visible in any reflections in the mirror. The torus would be on for indirect illumination calculations. Fine so far.
Now consider the case where the mirror and torus are positioned relative to the camera so that the mirror is substantially obscured by the torus. If the shader calculation for the mirror were extremely expensive to the point of being significant in my overall computation time, I would want to be able to use the torus geometry to obscure the mirror to avoid having to evaluate the shader where the mirror is obscured. I realize I would not have this problem if I were not rendering layers but I have to. I could do something like render a masking pass but it strikes me that there might be a mode like this in the Arnold itself. Is there a third or augmented visibility type (a bit like a "light blocker" which does exist) which would allow me to set geometry as only visible in secondary illumination calculations *but* also be used as a "view blocker"? Can a shader check to see if a shade point is visible using all scene geometry (primary *and* secondary)?
FWIW, I am working in Maya but once I figure all of this out, I intend to write a plugin to configure these scenes through the Arnold API. Again, I'm new to Arnold so please forgive me if the answer is obvious and I've just missed it.
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