This is the simple workflow for using ctrl_buffer to output passes with the mia_wrapper
Make sure you connect all your mia materials trough a mia_wrapper
create a polyCube (This will be our placeholder)
open the attribute editor and select the cubes transform node (pcube1)
Expand “mental ray” and under mentalray expand “Geometry shader”, check “Enable Geometry Shader”.
hock up a buffer_api to “Geometry_shader”.
Change min.buffer and max.buffer to 20 and 27 inn the buffer_api.
Open attribute editor and select your cameras Shape.
Expand “mental ray”, expand “Output Passes”.
hock up a buffer_write to “Output Shader”
Change filepath inn the buffer_write node to where you want your images to be stored.
Expand user.framebuffers, set min.buffer and max.buffer to 20 and 27
mia_wrapper curently support this passes.
Diffuse, Specular, Translucence, Reflection, Refraction, Incandescence, AO, Indirect,
Diffuse level, Reflection level, Refraction level, Translucence level
If the buffer is set to 0 in the mia_wrapper it means it disabled. All the level passes is set to 0 by default.
Tonemapping doesn’t effect userframme buffers so the result will be difrent frome the rgba pass if you use som kind of tonemapper.
what is alll the xxxxx.level passes for?
is there a way to tonemappe userframebuffers?