Am getting a strange issue with light linking in maya to MR.
If an object has multiple shader assignments in component mode, and if lights are linked using shading group nodes of those shaders, maya software renderer renders considering 'SG to light ' link but MR renderer renders with all lights illuminating all faces without considering 'SG to light' links.
Is this normal ?
Does this have any workoround or am I missing something ?
But its very bad that its working in maya software but not in MR, which leaves with a compulsion that few passes have to be rendered in software renderer and also contribution maps & associate pass methods cant be completly utilised in true sence.