Hi all,
so basically i am trying to generate what would be an object or material id...
I can generate the r g or b alpha with the constant shader, but hit an issue with my plants with multiple default shaders.. i need to maintain the alpha, but apply the b to the output for the rgb matte..
or do i need to look at this in a different way, not rely on what is coming out of the alpha and do some separate render for the mattes that relies on the colour information in the rgb.
pushing terragen through the feature pipeline for the first time, and not just using in for 2.5 D work, but actually relying on full renders.. obviously trying to sort out the best ways to get things out in the shortest amount of render time as well.. my rgb mattes right now are still running about 25 min a frame, but at least this way i can turn all lights, shadows, and atmos off.. just takes the time for calculating the displacement and mb...
any thoughts would be appreciated.. also any thought on comping all this back together in regards to premult not premult alphas. Surfalpha vs tgalpha - the aovs don't comp back in the way i am used to out of something like vray.
thanks!
k