i'm trying to do a depth pass of my scene which features some textured grids.
The textures have alpha channels that i'm picking and i'm linking those to the transparency of the grids phong shaders.
But when i do a depth pass with xsi's built in pass, it does not render the transparency of the grids.
This is due to xsi adding a constant material override in the depth pass.
I did a test scene that shows the problem, screenshots attached.
I've searched the net for some time now but could not find a solution.
I'm sure it could be done with ICE but i'm a total noob with that.
In maya it's just one klick in the camera ppg... darn it, i never liked maya.
Anybody?
Thanks,
cheers,
Chris