I have a scene with a few of mia_material_x shaders, a IBL and FG enabled
basicly a couple of brushed metals using a reflection map for the grains, in order to get the look of brushed aluminium, anisotropy reflections, a seperate diffuse and bump map. When I render in maya it looks ok....but I want to be able to comp my shot and can't seem to pull a clean specular pass out of my mia_material_x.
I want to able to have to have a pass for my specular highlights and a seperate one for reflection...
I read in a few places about rendering through a buffer ... but I couldn't understand exactly ... I am not that advanced in mental ray...
Could somebody give a me a hand or push me in the right direction :D ?
Any help is much apreciated
all the best, Florin