I guessed that you plug a material into the ‘render buffer’ slot just so you can see it in the render view window, but it doesn’t get saved out? At least it didn’t for me. Or is that what the ‘skip renderregion’ control does?
Jozvex the renderbuffer or primary buffer is the standard rgba output… and it is controlled by the first tab in your renderglobals. instead the skip renderregion just allows you to skip the buffer writing while you’re not rendering a full frame (remember also to disable the buffers into the buffer_store… or mr will takes more time also to render them out while they’re not writed out in the final)
Did you write a zdepth shader,or is that just for reference?
if you enable the depth buffer in your camera->mentalray settings, you’ll get an automatic depth pass with no additional render time… the buffer_write will recognize this and will output the file… also supported are the motion and normal buffers. however take care that these buildin buffers will not interpolate the output so you’ll get jagged edges on the silhouette. you should use your custom shader and the buffer_store to get interpolated results (about this… do not enable manually the userframebuffer under the renderglobals(maya65)… you’ll get uninterpolated results… instead just play with the buffer.range to get enabled your buffers in the right way… it tooks me more time to hack this than actually write both the shaders…)… I will add some more explicit ctrls in the future.
would be nice that the names get the framepadding from the renderglobals?!
I also thought about this… along with a way to take the name directly from the buffer_store.