I have been trying to write a separate pass from Mental Ray that has the glare information. I know I can drop the glare shader into the Material Editor, and tell it to replace the rendered image with the glare only image, but then I lose the rendered image information.
My second thought was to attach the glare shader to a render element, and then render the image. In theory, this would generate the standard beauty pass, and then give me a second pass that was a glare pass that could be comp’d in post. However, Max/MR gives me an error when I try this.
I am wondering if anyone has a streamlined process for creating a beauty pass, and a glare pass in one rendering?