the problem is, when i try to render out JUST the reflection pass, it comes out to be the same as the beauty pass. i've tried creating two simple objects to see if i am doing it right, and i am... i choose the object i want for reflection pass and go to pass/edit/new pass/reflection and it'll render out the reflection for that sphere. but it's not doing it for the car, i a assuming it's because the way this car paint shader was setup, it doesn't use the conventional process like you would find in most cases such as: material >> phone>>image (or whatever you have after that). the way this car shader was written gives the following nodes in FX tree: car shader >> Mix_2color >> color >> color2Scalar >> candy_noise... and on
>> reflection >> reflection intensity
as you see fro the above tree..... this car shader doesn't use the conventional material reflection, it uses its own. i am not an expert in texturing so this really frustrates me.
as i understand the way XSI passes is setup... the XSI reflection pass basically sets up overides on everything else in the scene leaving reflectivity on. but in this case, i guess it's having trouble doing that because the car's shader skin doesn't use a conventional material reflectivity.
can someone help?..... is there anyway to render out just the reflection of this car shader and just the ambient of it?..
here's a screen shot of my render tree for the car shader.