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View Full Version : help :reflection pass in 3ds max by mental ray


badr-douah
11-04-2009, 03:08 PM
hi everyone i want to ask you about how can i render the reflection pass in 3ds max by mental ray whitout using the render element
thanx gays

conio
11-05-2009, 03:42 PM
Why should you not want to use the render pass? As far as I know, passes have to be suporrted by the material shader...

There are some cutom shaders that support rendering user framebuffers, but as I said this has to work in conjunction with the material shaders...

A simple and very inefficient way would be to set all your material to only render the reflection component -> set everything else to black...

But... I really wonder why you don't use the render elements? Thats what they are there for ^^

badr-douah
11-06-2009, 12:17 AM
hi conio i just want to know if there is an other metod to render the refelction in 3ds max like the occlusion pass there is many metods to render in 3ds max
i want to find the easy and the fast way to render it
thanx for your reply man

moidphotos
11-06-2009, 01:40 PM
If you want to skip the render elements function, you need to change the diffuse of the reflective shader to black, set the specular to white, turn off any diffuse maps, keep bump/displace/reflection on and make all other objects in the scene invisible to camera, but visible to reflections. Render this image and you can composite it over a lighting pass correctly, you may need to mask portions of it though - you'll also need to use a Normal blending mode set to alpha gain 0 if using Fusion, if you aren't using Fusion you'll need to look for something similar, hope that helps you.

Rens
11-06-2009, 09:40 PM
It's better to use a ray switch shader, on all objects plug a 100% reflective material into the eye ray and use your regular material in the reflection ray slot.

That way you still get the regular colour of the reflected objects instead of those showing up as 100% reflective in your reflections. Multiply with a falloff map in post and you're ready to rock!

Oh, and multiply your diffuse pass by the inverse of that falloff pass... more reflection means less diffuse!

conio
11-06-2009, 10:45 PM
For most freedom in compositiing I'd use the A&D Render Elements. There you could render the RAW Reflection (which is the same as a 100% reflective material) and the LEVEL Reflection (which is basically a mask based of the brdf curve for the RAW-Reflection-Element).This way you have full control over your reflection in compositing. But,of course, all your materials have to be A&D-Materials to show up in these render elements...

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