I want to be able to perform render passes that aren't affected by environment effects such as VrayEnvironmentFog.
For example, I am using VrayExtraTex render pass for a large project. It displays a precise RGB value for specific objects in the scene. If this RGB value is off even by a pixel, it won't work. However, VrayEnvironmentFog is altering those values.
The atmosphere effect also messes up my Zdepth pass so I can't properly add additional atmosphere effects in post, as well as other masking render elements such as VrayWireColor.
I understand I can make an environment fog render element separately, but is it possible to do so without it showing up in any of the other passes? Is my only option to make the beauty pass separately and then re-render for the utility elements all again? (This is for a double digit batch render, so it would increase my total render time significantly).
Any insight/advice would be much appreciated.
For example, I am using VrayExtraTex render pass for a large project. It displays a precise RGB value for specific objects in the scene. If this RGB value is off even by a pixel, it won't work. However, VrayEnvironmentFog is altering those values.
The atmosphere effect also messes up my Zdepth pass so I can't properly add additional atmosphere effects in post, as well as other masking render elements such as VrayWireColor.
I understand I can make an environment fog render element separately, but is it possible to do so without it showing up in any of the other passes? Is my only option to make the beauty pass separately and then re-render for the utility elements all again? (This is for a double digit batch render, so it would increase my total render time significantly).
Any insight/advice would be much appreciated.
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