enquel Posted February 15, 2015 Share Posted February 15, 2015 (edited) I have a problem with AO pass. I created it using envilight set to AO mode and as solo light to a separate mantra ROP (following Peter Quint tutorial): https://vimeo.com/48977445 and it does not work. The reason is I have one material SOP with 5 materials applied, and I use overrides there to apply different textures depending on the UV tile (human body, color and displacement maps are there). Now, my problem is that these textures somehow manage to get through into the AO pass (regardless the parameter Disable Surface Shader Rendering being on). I tried adding a parameter called Surface Shader (I think it is general surface shader ovverride for the whole scene), but it does not seem to work right - I had to switch to non PBR mode, but still result are not what I would like them to be. Any idea? Edited February 16, 2015 by enquel Quote Link to comment Share on other sites More sharing options...
Atom Posted March 2, 2015 Share Posted March 2, 2015 I think you want to use an Additional Image plane. This should provide the separation that you are looking for. You can route various passes into additional planes within an .EXR file using this technique. It is part of the Mantra ROP node. Quote Link to comment Share on other sites More sharing options...
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