Is there any tutorial on using Trace Sets? I want to use them to make certain objects not be reflected in others, selectively. I think this can be done using Trace Sets? The manual is too sketchy on how to use them. I can't find anything on Youtube.
Yes I saw that -- as I said, the manual is too sketchy. I need a tutorial to explain it properly.
Just build a simple test scene. A sphere over a grid.
Put a trace_set shader on the grid.
Enter a name for the trace set. For example, "from_plane"
Now all rays traced from that object are part of the named trace set.
Rays traced from that object = things like shadow rays, or specular reflection rays
On the sphere, in the Arnold properties, set the trace sets to "from_plane"
Now the sphere is visible to rays from the plane.
I'm not sure about rayswitch and trace sets together. rayswitch is for rays that hit an object. trace sets is for rays traced from an object.
I'd put multiple trace set shaders on the object, and hook them into a mix shader.
Thanks for your explanation. I have experimented and this is how I set it up:
To stop a Plane receiving reflections/shadows form a sphere:
(1) In Hypershade connect the aiStandardShader node’s Out Color to an aiTraceSet node’s Passthrough. The connect the aiTraceSet node’s OutColor to the blue aiStandardSurface3SG node’s Surface Shader input.
(2) Select the aiTraceSet node and enter a name for Trace Set, e.g. plane.
(3) Select the Sphere’s pSphereShape tab and in AE in Arnold rollout under Visibility-Trace Sets type in the trace set name, plane.
Is this the way you would set it up? It seemed to work, but it seems to have no option for killing only one thing like shadows while keeping reflections. Is this a limitation?
I have no idea how to set up and use the aiRaySwitch node. Perhaps this offers more flexibilty?
Yeah, I already looked at the scene file. It is incomprehensible.
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