I’ve always had massive amounts of problems trying to get decent passes and put them into a program as standard as Photoshop.
I don’t know who’s fault it is but rendering out files from Maya in most formats causes these problems in my workflow:
a) Causes Photoshop CS4 to delete the alpha channel and corresponding RGB part of the image
b) However if you open the rendered image into Maya’s Render View then save the image again, then it will correctly open into Photoshop with the alpha channel intact
c) The file format is incorrect when opening a file in Photoshop with some 8bit renders. This is also checks out because when you open the certain rendered file within Maya an error occurs stating that the file is not a proper RGBA ordered file.
I mean I don’t exactly struggle using Maya, but things like this do not make sense to me when they work this way. Render Layers in Maya are great but don’t expect it to be perfect.
I also find it hard to believe there was no way of adjusting ambient occlusion passes apart from the number of rays. There are no options for spread or max distance unless you manually hook up nodes which gets messy with big and complex scenes.
Don’t mean to complain or hijack this thread but yeah - Render Passes are great however there are issues. Also, 2009 was the first realease with it so things will (hopefully) improve with time.