TG MultiPass |
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What It Does This shader is designed to make it a little easier to render out the various channels in a material separately. In its normal setting, it will render out only certain information in certain frames : Frame 0 : Ambient and Diffuse only This makes it easy to render out the various channels separately in one go from trueSpace, giving you the images you will need to combine in post-process, in a numbered sequence. Of course, this would not work for animation, so the shader can be forced to render any of those channels. The animation will need to be manually re-rendered multiple times to give each channel. There are two methods for this - one is to set the required channel in the shader, but this means repainting every material in the scene that uses this shader. To ease that process, an input image can be used (black represents Ambient and Diffuse only, red represents Specular only, green represents Reflection only, and blue represents Transmission only). So long as all instances of TG MultiPass in the scene have been set to look at the same input image, it then becomes an easy matter of changing the input image file, in order to control which channels are rendered across the entire scene. If you’re unfamiliar with how you might put this to use, have a look at the pages, Introduction to Post-Process Compositing, and Some Post-Process Compositing Ideas. |
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TG MultiPass Intro |
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