Surface shader only rendering in ipr

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Hi,

I'm trying to write a surface shader to render a curve that looks 3D by basing the shading on the width in the L-System. However it renders fine in the ipr but when rendered out it is completely black but only renders the alpha.

Image here [dl.dropbox.com]

Any ideas?

Thanks.
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Try connecting the BSDF.

If it don't help put up the file. Guessing without trying is not very effective.
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Thanks for your help, I had tried for a couple of hours and it wasn't working at all. It's the first time I've really delved into the shader menu.

Connecting the BSDF didn't work, but I then changed the render type from micropoly (mantra default) to raytrace and now it works, the micropoly method can't agree with this shader I'm imagining.

Thanks for the help btw.
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AFAIK, IPR use raytrace engine. BRDF in a shader is for PBR engine.
I think your problem is the color of points or primitives in your geometry.
Try to delete Cd attribute with an attribute SOP or set it white with a point SOP/primitive SOP.
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