I am trying to render a scene with volumetric spotlights and am using HDRI (mapped as a world texture) for reflections in a shiny metal object in the scene.
The scene has the reflective object with the volumetric light directly behind this object so that the rays, but not the light are visible to the camera.
In order to see the volumetric light effect I seem to need have an object (in this case a large, shadeless black plane - this gives the effect that the light is shining out of the dark like a streetlamp in the fog) behind the rays of volumetric light - the light doesn’t seem to show up when it is just empty space behind. The problem with this is that the plane then gets reflected in a shiny metal object, it blocks the HDRI reflection on the edges of the object.
Hopefully this makes sense, is there any other way this could be done? Is there another way to map the hdri scene reflections onto the texture of the object without it being mapped to the world, and without it showing in the background of the scene?
Easy way or hard way I don’t care. Can I provide any better information to help with this?