[Bf-cycles] Render passes and flat mirrors

Adriano Oliveira adriano.ufrb at gmail.com
Fri Jan 3 00:10:01 CET 2014


Yes Greg, this is the way I was going already.
Not that difficult, but boring.

;)

Adriano A. Oliveira


2014/1/2 Greg Zaal <gregzzmail at gmail.com>

> Hey Adriano, everyone,
>
> 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.
>
> 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?
> 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.
>
> Cheers,
> Greg Zaal
>
>
> On 2 January 2014 21:02, Adriano Oliveira <adriano.ufrb at gmail.com> wrote:
>
>> Dears,
>>
>> I have an animation scene in an elevator that has a big flat mirror.
>> Is there any way to Cycles generate render passes for whatever is
>> "inside" the reflection, like Z, AO, ID...
>>
>> Adriano A. Oliveira
>>
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>
>>
>
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