I did again a render test and I don’t see how I can get the depth pass and the AO appears completelly white. What I’m doing wrong?
Annouce : Deex Shaders Pack : MentalRay shader "re-writed" for pass.
The z-depth pass is a floating point image with luminance values far exceeding 1.0 On a sample scene I rendered the values ranged from 18.0 to 36.0 If your z-depth pass is completely white try setting the exposure value in your compositing app to something like -6 stops or a brightness value of something like .002
Below is a screenshot from imf_display where I adjusted the exposure. When the exposure value went above -3 the image displays as white.

Hey Andrew, any chance I could get you to check on the issue I’m having a few posts up? Just curious if there’s something I’m not understanding about the connections as far as why the results are different.
Hello everyone.
I’ve created this scene that is for a .pdf that I’m doing that I’ll be placing online.
It will be a basic introduction and overview to render passes.
I’ve followed the settings provided by ahazelden.
All the materials in this scene are basic deex_mia_material.
I’m gettings these artifacts in some of the passes.
Why is that?
It looks like “burned” specular. This is a know problem.
Watch here : http://forum.mentalimages.com/showthread.php?t=5163
Try to use a filter more blurred like “gauss”, or a lens shader.
Like i promised before, this is my contribution and thanks for all the help.
I’m loving the Deex Pack.
http://www.treed-lab.com/mentalraysection1and2.pdf
You will not find any advanced stuff here, this is just like an notebook that I created to guide myself, hope you find it useful.
Cheers
Sorry for the delay.
I saw why you have this bug on your scene.
Your cut out opacity map have not filter. If i set the filter of the map to something (box, quadratic or other), no bug.
still filter issue not fixed!!
How to deex SSS shader !! a good tutorial would be very helpfull
This was already developed in another thread.
http://forums.cgsociety.org/showthread.php?f=87&t=961648
The address was updated:
www.treed-lab.com/mentalrayintro.pdf
Next time please don’t wast the time and space of this thread with nonsense comments that don’t have anything to do with the subject, you can always send an email clarifying any doubt.
Cheers
Thanks for your reply.
I tried it with a new scene, just a sphere with a cutout opacity map. No matter what filter type of the map I chose, pre-filtered on or off, the artifacts still appear. Some filter types make the artifacts less noticeable than the others (still noticeable enough), but none can fix it.
MIPMAP filter

BOX filter

filter off

QUADRATIC filter (composited)

This is not the same prob. 
The probwith little black square come from filtering.
Your, I don’t kown. I’d just test with the latest version on the repo and don’t have the prob:

Try with this:
http://freelancerdu29.free.fr/ftpweb/forum_images/deex-shaders-pack-win64.7z
And told me if you have the prob.
Hi, Dorian. Thanks for the reminder.
I tried the latest version and that reduced the artifacts significantly, but they are still there. The cut-out edges are badly anti-aliased, which don’t match the quality of the beauty. And the more cut-out objects overlapping, the more noticeable the artifacts become.
By the way, is the picture you posted from the beauty pass or the component passes, I have no problem with the beauty and the render view result. The artifacts appear in the component passes.
Comp with diffuse + spec+ indirect + reflect

Beauty pass 
indirect pass lots of black dots

I always have same issures with cutout opacity, so i refuse to use it at all. Black dots and white ages. If sombody have this staff working- shareplease, simple example scene.
@Alakavva: Keep in mind the version I give you is in dev and bugged with some passes. 
Could you send me (via direct dl) your two scenes and you passes please?
@kiryha: Yes, cutout opacity is very buggy for now. I have to clean the code to have a better view of what it does…
Ok, at least i`m understand situation correct:)
I have 2 more questions about Deex shaders:
- Is it possible to create deex blend material, wich would output passes correctly?
- Is it posible to support contribution maps?
And one more.
Just try to render with DOF via mia_lens_bokeh and get corrupted passes. Beauty is fine.
What happens?
