need some help… SOS !! :sad:
what i have is this: Have a scene where my character has a blinn shader assigned to it. And one loop of faces have a lambert (glow color - yello) applied to it.
my question : is there a way to render the character as is (in layer one) and a “only-glow” applied poly faces render into a separate layer (layer two) , in one rendering go ??
I wrote a small scipt - kinda PreRender MEL : which would fetch all the names of the faces with the glow lambert applied on. and store them all to a text file, then apply the character shader to these faces and then render the scene - giving me a as is render layer.
Then a PostRender MEL in which i make a new Use Background shader, select all the polygons in a scene and apply the usebg shader and then read that text file, and reapply the glow-shader to these faces and then launch a new render to give me a second layer.
but the problem i found was in batch mode, since the scripts use hypershade commands, these are ignored.:eek: And when i open maya and say render current frame with the respective commands in Pre-render and post-render MEL boxes, it works… but when i hit batch render button these scripts are not fired !! ?? :argh:
i know i’m missing something… another scratchy thing is, these scripts are fired on -per-frame basis right ?? anyone, has AANNNNYYY idea about how to go about this , would help alot. I have more than 100 scenes to be rendered. So thought getting this to work will save alot of time… instead of rendering as is and then usebg render again !! :eek:
is there a way to say to maya to treat a particular shader to be treated as a “pass” ?? :rolleyes: