<div dir="ltr">About the different material override per render layer, it is sort of possible, but a far from optimal. What you can do is copy all the node trees you want into a single material and separate those node trees by object index through a mix shader. You can also do it by uv attribute, or vertex color, maybe some other way too. This is the way I do a multimatte material (anti-aliased object buffers, cause current are no good), by using emmision shaders mixed by object index applied in the material override, and having no bounces (sadly a new scene is needed for this). This way you can get color buffers (RGB) with good anti-aliasing. Another cumbersome thing is having transparency, cause you have to copy your transparency settings from your shaders (like leaves) to be mixed again by object index in this "super-multimatte-shader" that separates settings for every object although being only one material. Is sort of a way to make a per object material override but by using a single material. It would be really great though if there was some automatic way that render layer material override wouldn't override transparency settings (or displacement in the future), this way it would be much easier to set up custom passes, since you could just mix your shaders with object index.</div>
<div class="gmail_extra"><br><br><div class="gmail_quote">2014/1/2 Adriano Oliveira <span dir="ltr"><<a href="mailto:adriano.ufrb@gmail.com" target="_blank">adriano.ufrb@gmail.com</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Yes Greg, this is the way I was going already.<div class="gmail_extra">Not that difficult, but boring.</div><div class="gmail_extra"><br></div><div class="gmail_extra">;)<br clear="all"><div><div dir="ltr">
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<br></div><div><div>Adriano A. Oliveira<br></div><div><div><div></div></div></div></div></div></div><div><div class="h5">
<br><br><div class="gmail_quote">2014/1/2 Greg Zaal <span dir="ltr"><<a href="mailto:gregzzmail@gmail.com" target="_blank">gregzzmail@gmail.com</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr"><div>Hey Adriano, everyone,</div><div><br></div>You would have to create these custom passes as render layers instead, or perhaps in a different scene completely. Either way, you would basically create a material for the pass you want (using camera depth, AO shaders, solid color emission shaders for IDs...) and assign it to everything, then assign a normal glossy shader for the reflective mirrors.<div>
<br></div><div>On a related note, one thing I like in Maya (although it's also the most buggy thing I've ever worked with) is the ability to override materials per render-layer, meaning an object can have one material assigned to it for one layer, and a different one assigned to it for another layer. Is this possible in blender currently without duplicating the object or scene?<br>
If not, is it a feasible idea? It could even be node based, using something like the Attribute node as a sort of boolean "Is X Render Layer", like mask/matte type of thing.<br></div><div><br></div><div>Cheers,</div>
<div>Greg Zaal</div></div><div class="gmail_extra"><br><br><div class="gmail_quote"><div><div>On 2 January 2014 21:02, Adriano Oliveira <span dir="ltr"><<a href="mailto:adriano.ufrb@gmail.com" target="_blank">adriano.ufrb@gmail.com</a>></span> wrote:<br>
</div></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div><div dir="ltr">Dears,<div><br></div><div>I have an animation scene in an elevator that has a big flat mirror. </div>
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Is there any way to Cycles generate render passes for whatever is "inside" the reflection, like Z, AO, ID...</div>
<div><div><div dir="ltr"><div><br></div><div><div>Adriano A. Oliveira<br></div><div><div><div></div></div></div></div></div></div>
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