TG MultiPass |
||||||
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||||
TIPS |
||||||
![]() |
||||||
1) This shader actually lets you adjust certain variables within the render from tS, such as reflection strength, or Fresnel effects in reflection and transmission. Often, these technically aren’t necessary. You can set all the values to 1, turn off Fresnel effects, and introduce all those at the post-process stage - eg to control reflection strength, simply adjust the transparency of the reflection layer, or to add in Fresnel style effects, use a Mask ViewAngle render. Still, these parameters are provided with tS, in case you want to lay down some of the groundwork in the initial renders, rather than add it in later during the compositing stage. The other advantage is that these settings let you have different objects in the scene with different intensities for the channels.
2) For a still or static scene (that is, a single render), use TG MultiPass on the objects you want to render with separate channels, with Force Channel set to 0. When you render, tell tS to render the frames 0 to 3, regardless of whether you have any animation in the scene or not. This will create 4 different images, with the same name, with the frame number tagged on the end, each one containing just the relevant material channel information.
3) For an animated scene, set the Force Channel option to 5 and select your chosen control image. You can then paint objects with different material channel settings, all pointing at the same control image - then when you render the animation, by altering the colour in the control image, all the different instances of TG MultiPass can be controlled at once, without any need to repaint anything in your scene.
4) Multiple Objects The shader is ideal for controlling the effects for one object, but it can get complicated for controlling these effects for multiple objects, particularly where reflection is concerned. Say you have two TG MultiPass based objects, which we’ll imaginatively call A and B, and let’s say that A reflects an image of B. When you render the reflections pass, A should really reflect B with all it’s material settings, including its reflection - however, B will have nothing showing on it other than its own reflections, with the diffuse and specular completely turned off, making the reflection shown on A incomplete. TG MultiPass wasn’t designed to handle such a situation, but TG MultiPass 2 offers a way of doing this (although less convenient for animation). |
||||||
![]() |
||||||
TG MultiPass Tips |
||||||
![]() |
||||||