Here is: 2 planes, one over the other. The first plane have a cross with the alpha channel. It work perfectly. But the ambient occlusion still work looking the plane mesh. So you can see in the image: There is a lighter ambient occlusion layer that is relative to the quad where i have mapped the cross, plus the ambient occlusion of the cross. If you can fix it would be nice!
Thank yopu very much for you patience!
Ver 2.3 64 bit (amazing software , any way)
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this is not a bug, your scale is simply too small.
alpha mapping a quad simply transmits rays through the invisible parts,
and as ambient occlusion only tries to find the sky with one ray, it still touches the alpha mapped (yet invisible) geometry and does'nt find the light.
simply use geometry instead, use a large scale scene or play with the AO depth parameter on the kernel.
Sorry bore you again, but i found this stuff:
I putted the AO to these values: "A0 Dist 0.8345"
The Ambient Occlusion is perfect but when i turn on the DayLight System happen that the Ambient Occlusion turn back to the previous render effect. There are different values of the AO to tweak when i turn on the Daylight?
Thank you for your amazing work!
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this is because currently direct light does not pass through alpha mapped geometry. it's in the release notes and will be fixed in the upcoming 2.3 final