logix1390 Posted August 31, 2016 Share Posted August 31, 2016 Hey everyone, I ran into an issue where I have a simple scene with a depth pass with a matte object. However, when I render the depth pass it also calculates the depth of the matte object as well. I don't want the matte object to be calculated in the depth pass. Is their anyway where I can exclude this object in the depth pass and keep the matte at the same time. I'm trying to get this all into one render and not have to separate my renders. I have attached my scene Thanks! exclude_object_from_zdepth.hip Quote Link to comment Share on other sites More sharing options...
logix1390 Posted September 1, 2016 Author Share Posted September 1, 2016 anyone ? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted September 1, 2016 Share Posted September 1, 2016 You can make bind a VEX variable to the Pz of a shader and just not have that variable on the matted object. Quote Link to comment Share on other sites More sharing options...
logix1390 Posted September 4, 2016 Author Share Posted September 4, 2016 That's perfect, it worked. Thanks marty. Quote Link to comment Share on other sites More sharing options...
REC Posted June 27, 2019 Share Posted June 27, 2019 On 9/2/2016 at 12:18 AM, Guest tar said: You can make bind a VEX variable to the Pz of a shader and just not have that variable on the matted object. Hi, can you explain in more simple term how to achieve this ? Thanks Quote Link to comment Share on other sites More sharing options...
Drunkenpanda Posted September 4 Share Posted September 4 Im looking for a way to do this with karma (fog volume completely destroying zsorting) Quote Link to comment Share on other sites More sharing options...
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