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vantage
05-23-2007, 08:44 AM
I am now trying to use combustion to composite the Maya passes. I have trackled the import problem of the normal pass, object ID/material ID and G buffer(Z-depth) problem. What I am in trouble is the UV pass.

Does anyone know how to render the UV coordinate of Maya sence?

Really thanks!

floze
05-23-2007, 03:28 PM
Try the .u and .v outputs of a samplerInfo's uvCoord attribute, piped into a surface shader or similar.

vantage
05-25-2007, 04:42 AM
got it! thank you so much for your advice!!

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