matte pass & architectural material

Discussions about rendering in SOFTIMAGE©
rpmaguire
Posts: 67
Joined: 04 Feb 2013, 05:54
Skype: eyekeystudio

matte pass & architectural material

Post by rpmaguire » 15 Apr 2014, 05:12

I have selected an object, created a new rgba matte pass. In the passes partitions it shows the selected object in the matte partition..and all others in the background partition....yet when i render the pass everything renders...?

What could be going on here?

Thank you for your help,
-Ryan
Last edited by rpmaguire on 15 Apr 2014, 23:53, edited 1 time in total.

rpmaguire
Posts: 67
Joined: 04 Feb 2013, 05:54
Skype: eyekeystudio

Re: matte pass rendering all geometry

Post by rpmaguire » 15 Apr 2014, 07:54

? I don't understand, It seem the "no diffuse" "no specular" override's are not being applied to the background partition when i render...
hmm, not too sure how to resolve this.
Any help as always is much appreciated.

Thanks-
Ryan

rpmaguire
Posts: 67
Joined: 04 Feb 2013, 05:54
Skype: eyekeystudio

Re: matte pass rendering all geometry

Post by rpmaguire » 15 Apr 2014, 22:42

I think this might have something to do with architectural material and the matte pass overrides...

I see that the overrides are controlling the "diffuse_inuse" & "specular_inuse"... But the architectural material does not have these ports...

Can I not render a matte pass with architectural materials??

rpmaguire
Posts: 67
Joined: 04 Feb 2013, 05:54
Skype: eyekeystudio

Re: matte pass rendering all geometry

Post by rpmaguire » 15 Apr 2014, 23:00

SOLVED

Not too sure if this is the best way to do this. But I applied a new phong material to the background partition and added the "diffuse_inuse" & "specular_inuse" parameters from the phong material to the override...and it works!! lol

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FXDude
Posts: 948
Joined: 19 Jun 2012, 21:59

Re: matte pass & architectural material

Post by FXDude » 16 Apr 2014, 01:40

Sometimes just asking the question makes us answer ourselves lol
but next time, perhaps posting screenshots could help give a little context?

But glad you figured it out :)