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option to override refraction / reflection affect all channels on extratex

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  • option to override refraction / reflection affect all channels on extratex

    Heya Vlado,

    I use extra tex a lot as a quick way of getting extra matte passes for objects but one thing that's coming up at the minute is how it behaves with glass objects that use "affect all channels". The extra tex as you would expect takes into account the transparency of the material applied to it as it should, but it'd be really handy for me to have an override option for this, so that if I'm using extra tex as a way to make utility passes or mattes, that I've got an option to have totally solid ones.

    Cheers!

    John

  • #2
    Hm, will see what can be done about it...

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Much appreciated Vlado. This and maxscript access to the include / exclude list would be great - it'd remove a lot of manual clicking and avoid a lot of possibilities for the 3d guys in here to make errors when setting up loads of repetitive matte elements!

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      • #4
        This one's kicked up a little quirk - we've got a vehicle with layers of glass in it, and on an AO pass we're getting pixel values on the refractive glass pixels of 2.0 and upwards even though the AO pass is set to the usual black and white. We've got affect all channels turned on to get alpha information for the glass. It's not a problem at all but just an unexpected quirk nonetheless!

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