TG MultiPass2 |
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PARAMETERS |
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Main Parameters Most parameters are shared with TG MultiPass, and those can be read about here. The parameters unique to TG MultiPass2 are listed below. |
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Force Channel Since the shader needs to sometimes add all the material channels together, and this already exists in the code, a new option has been added to this setting - if you set “Force Channel” to a value of 6, then the shader renders all the material channels and adds them together, just like an ordinary shader. This will let you preview what the result the shader will give when it is seen through transmission or reflection. |
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Camera Location In order to correctly reflect other objects using TG MultiPass2, the shader needs to know the location of the camera, so that it can then determine whether it has been called from the camera directly, or from another location in the scene. If the latter, then it means the shader has been called as the result of reflection or transmission from another object, and TG MultiPass2 renders all the material channels so that it appears properly in the reflection. If the camera location is set incorrectly, then the shader will render all the material channels. Note that the “Force Channel” and “Channel Control Image” still affect the output from the shader when it is called directly from the camera location. |
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Process Internal Reflections Since TG MultiPass will only be doing Transmission on its own, the question of whether or not to render reflections from an inside surface is irrelevant, so this option isn’t presented there. TG MultiPass2, however, can be doing reflection and transmission simultaneously, and this flag lets you choose whether or not it should carry out reflections for internal surfaces. Checking this flag will result in more detailed (and potentially more realistic) transmission, but at the expense of increased render time. It should be noted that when TG MultiPass2 is used with transmission, when it hits the other faces in the same object, it is no longer being called from the camera, and so renders the full surface with all material channels, which is another advantage to this approach (since TG MultiPass, when processing transmission, will only give raw transmission from the TG MultiPass object - there is no way the diffuse or specular information can then be composited in post-process, as it is never calculated for those internal faces, while with TG MultiPass2, that information is calculated and contained in the transmission pass). |
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TG MultiPass2 Parameters |
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