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View Full Version : generating RGBA matte pass from MIA / T2S shaders ?


jham77
01-22-2007, 12:53 PM
Hello....

I hope some of you can help me with this problem.

Probelm>
XSI's built-in RGBA matte pass preset works well with
phong or lambert shaders.

I just SELECT the object I want to keep and
Pass--> Edit--> New Pass--> RGBA Matte

However I am having difficulty producing a RGBA matte pass from
objects using MIA & T2S shaders.

Q1) Can I make RGBA matte pass preset work with MIA / T2S ?

Q2) If not, how should I go about generating a RGBA matte pass ?

I would very much appreciate any help.
Thank you in advance.

-J

jham77
01-22-2007, 08:03 PM
I guess I am answering my own question.... :)

My initial workaround was to create a
seperate matte pass,using constant
materials on seperate partiontons.

But I came across a better solution.

It speeds up the process a lot and
works with any shaders.

Check out Gl_Pass_Wizard :thumbsup:
http://www.vol2nuit.fr/guillaume/script_Render.htm

It is very logical, and it generates
the RGBA pass I was looking for.
( This makesme happy because this means
I have less rendered frames to deal with.)

Thanks to Guillaume Laforge for making this
awesome script available! :thumbsup:

-J
SolaGratia

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