OK, this is driving me nuts.
I have been trying to render in passes.
Using the max Render Elements: certain mental ray shaders just render black, such as the lume and SS shaders, and it also needs to spend time rendering each pass seperately so it is time consuming
Using p_MegaTK: You have to use the p_MegaTK shaders on each object, which is rather limiting, from what I experimented with so far, plus the rollouts for the Max version are a bit confusing as some of the dropdown choices are only numbered choices, unlike other App’s implementation (things like choosing a file format, compresssion, etc.) and I haven’t found anything showing what number choice relates to what. I have done a little trial and error for the file formats, but often wind up with errors when I try to open them, presumebly because I can’t set the compression or something correctly.
Using ctrl_buffers: this seems the most promising, as I can place whatever shader on an object I want. However, the Max implementation is also rather confusing in terms of the UI, and I also have not found any write up describing how/where to place the shaders.
Right now I am trying something similar to the other ctrl_shaders, such as creating a mrShader object in the scene to hold the buffer_api shader, and putting a buffer_write shader in the Camera’s output. This isn’t working yet, although it could be the settings.
I suspect I am not placing them correctly.
Can anyone give me a basic HowTo for setting up the ctrl_buffers shaders?
besides the “buffer_api” and the “buffer_write”, there is also a “buffer_store”, but that doesn’t come up as an option for the mrGeometryShader object or for the Camera Output.
Any help or good word at all would be much appreciated.