View Full Version : Critical Issue: DGS Passes

01 January 2007, 05:14 PM
Hi, I am currently about to wrap up a WIP on an environment model after i do some texturing and I am getting a little frustrated trying to set a up my passes in which the partition objects have DGS Shaders applied to them. I can easily get the shadow passes to work with no problem, but when I try to create a gloss pass or a diffuse pass, i have to go through this insane process of trying to override the diffuse by choosing the RGB instead of a single option (i.e.: Shadow Reciever). Is there a way to create a single parameter to turn off the Diffuse or Gloss without going through this crazy process in an override? I have over 300 objects in my scene and it will be a nightmare to do the long way for all of them.

At first i used a preset for reflections and figured that would work, but i had a very hard time trying to separate the diffuse from the gloss parameter and render just the DGS gloss. If anyone has a suggestion, I would love to hear some advice.

Thanks a bunch,

Kashif R.

01 January 2007, 04:02 AM
what i want to do is simplify the way the override is done so that I can use just a simple switch to turn off things like Gloss and Subsurface are some captures of what I mean. In the first pic, i have the RGBA for the Diffuse of the DGS shader marked and I want to make it similar to the shadow receiver parameter so I can simply the way I override my passes.

Now I don't know if it will involve some scripting, but any kind of help will be useful...thanks a bunch


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01 January 2007, 04:02 AM
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