Hello!
I have a character with eyes that use two mesh layers for. The eyeLids use a lambert shader with an alpha map in the transparency. The mesh behind for the iris/pupils uses a blinn with a normal map to create specular highlights. The Lambert also has a ramp shader plugged into ambient colour for a cel shaded look.
Neither Mental Ray nor the software renderers will show the specular on the back mesh through the transparency. I solved this by swapping to mia_material_x. I got cutout opacity working nicely, but i have no equivelent of "ambient colour" on the mia_x to achieve the cel shaded look.
I can plug the original lambert into the "color" of the mia_x, but that multiplies my ramp shader from the lambert ontop of the existing mia_x shadows.
tl;dr I'd like to have specular highlights show through transparency maps, AND have a hard edged cel shadows. Is there a material that can do this, or will i have to bake the specs?