I know this question has been asked before but none of the answers solve my problem.
Here's my problem:
I have one (initially hidden through ticking off Camera in the visibility section) object that's affecting a different object with its color and material properties (it has some transmission, some color, some shadow, all of those things are affecting this other object).
Alpha: If I use alpha to animate, I change the way in which it colors this separate object, which I don't want. I also change the properties of the material as it fades in which I don't want.
Duplicate object: If I duplicate the object, have one with Camera turned off in the visibility window and one that's turned on (because I want to fade it in at a later point), and fade in the original (one without a check in the "Camera" visibility section) using alpha and transmission while fading out the other object (one with a check in the "Camera" visibility section) using alpha and transmission, that's closer but there's still an issue.
The issue is that the duplicated object now interacts with the original object (making it darker) even after alpha = 0, and transmission = 0. I'd like it to be completely gone and have no effect on other objects at this point. If after both alpha and transmission, I animate an abrupt tick-off of "Camera" in the visibility section, that will be undesirable, I don't want an abrupt shift like that.
- Transparent BSDF + Mix shader: If I create a mix shader, and connect a transparent BSDF to the other connector, as well as the original material, and try to fade in the original material with just one object, again this removes the effect the material has on other objects when it's fully transparent. The other issue is that the object is much brighter halfway through the mixing for some reason (as though you used Add or Multiply or something) which is undesirable.
Therefore, it would be MUCH easier, if there was simply a slider to control the "Camera" visibility of an object.
I would prefer not to use view layers and multiple render times as this would be a high resolution render of an animation that would cost me cloud compute.