Black holes are a key feature in 3D lighting and compositing, but black holes with bounced information are super!
- Apply a Mental Ray Production Shader called “mip_rayswitch_advanced” to your black hole object.
- In the “eye” channel, connect a “surface shader” with the “out_matte_opacity” parameter pure black.
- In the Final Gather input, connect the original shader of your object. (a blinn shader for example).