Jacobo
07-13-2003, 03:46 AM
Hi again;
This time I have a problem with matte passes. I have some objects that should be seen in the RGBA channels and some bg objects that shouldn't be seen in the RGBA channels but should clip the foreground objects... So, I created an RGBA matte pass (cuz like I said, this is the type of isolation I need) and looked inside the matte and bg partitions and saw that the bg partition objects' diffuse and specular inuse nodes are overriden to achieve the effect. But the thing is that some of the objects I have to isolate from the alpha channel for this pass have constant and toon shaders applied to them and although XSI creates the appropriate overrides for these type of objects, these objects show up in the rgb and alpha channels. Then I go into the bg partition and see that the override has overriden the specular and diffuse inuse params of the toon and constant shaders but when I dig into those objects' shaders, I see in actuality nothing is overiden, because the constant and toon shaders have no such parameters... I just wish there was a special matte shader that universally handled all the materials for the given task. But anyhow, is there a workaround for this?
thanx
aj
This time I have a problem with matte passes. I have some objects that should be seen in the RGBA channels and some bg objects that shouldn't be seen in the RGBA channels but should clip the foreground objects... So, I created an RGBA matte pass (cuz like I said, this is the type of isolation I need) and looked inside the matte and bg partitions and saw that the bg partition objects' diffuse and specular inuse nodes are overriden to achieve the effect. But the thing is that some of the objects I have to isolate from the alpha channel for this pass have constant and toon shaders applied to them and although XSI creates the appropriate overrides for these type of objects, these objects show up in the rgb and alpha channels. Then I go into the bg partition and see that the override has overriden the specular and diffuse inuse params of the toon and constant shaders but when I dig into those objects' shaders, I see in actuality nothing is overiden, because the constant and toon shaders have no such parameters... I just wish there was a special matte shader that universally handled all the materials for the given task. But anyhow, is there a workaround for this?
thanx
aj
