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i have a scene with multiple textured objects, each
object has it's transparency driven by either a texture, or
incidence
i want a depth pass (not zpic, i need it aliased!)
but the depth pass must use the transparency of the objects as they appear in
rgb pass
normally i'd overide the diffuse/ambient of all the
materials with a white color state or similar, then apply a black volume
fog
to the pass.....
but, when i do this, and switch back to the rgb
pass, the diffuse connections on EVERY node in the rendertree are
disconnected!
thus destroying my rgb pass......
any top tips from you lovely people on how to
achive the depth pass i'm looking for?
i would render an rgb pass with fog, but then
the color difference in the textures of the objects would read as depth
information
bah!
Adrian Wyer Fluid
Pictures
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