Could be I have completely missed how this is done, but I often find i need the same feature as in the scanline matte material; that is to include the reflection of, say a character, on the floor that is set to matte. With this I also mean that it affects the alpha channel, so it can be comped directly.
Please correct me if I’m wrong and this is already possible.
I can get this working if I dont use an alpha and instead use an additive reflection layer. Then I have to overlay the actual object and shadow layer with alpha above this. Seems to work fine.
My problem is getting something to render behind glass. Im very close but the alpha of the object behind the glass doesnt refract. If it did, I could then get my objects diffuse refracted and with reflection in front and overlay this into my scene.
I have been having a lot of problems using this method with saved lightmaps. It really messes with all of the alphas ???