Getting a normal pass out of 3dmax MR


Is there any way i can get MR to render out a normal pass like scanline does with the RPF.
I was using the Bnorm/AO material but the color coding is diffrent to what Comb wants in it’s
G-buffer builder.

as a last resort i’d have to use “render to texture” and render the normal map there and then stick it over my object and re-render…cheap hack/worst case.

thanks for your help.



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