Ok, so here is my situation;
I have a game character that I am rendering for demo reel purposes, and I want to do some beauty passes on it by rendering out the thing with mutiple passes to composit them together later. To aquire this, I need to utilize multiple rendering modes. Currently this is what I have;
Game Character: Needs to be rendered in Hardware render mode, to not only show what it looks like in real time, but in my version of Maya, it is the only mode that supports Tangent space Normal maps in the renderer.
Pedistal: To give the guy a pretty base, I've used some nice procederal textures to help with the presentation of him on my reel. Of corse, this requires me to utilize iether Mental Ray or Sofware rendering to accomplish things like the Fernel effect Reflections.
Shadow/ Ambient Occlusion: Here is where I run into the issues. In order to aquire soft shadows on the Figure, I must render in Software or Mental ray mode to avoid harsh vertex shadows. Problem is that as I use the "use background" shader, it will render the shadows over parts of the figure that are normaly transparent due to a map that is applyed to it on its base color map.
I'm wondering, is there a way that I may apply a transparancy map or a mask to both the "use background" color, and an ambiant inclussion shader in order to prevent it from rendering in the areas that are transparent on the figure? This way when I composite it together, I don't get weird artifacts in areas that are transparent.
If not, how whould you guys approch this issue?