depth pass with transparency

Date : Tue, 21 Mar 2006 16:48:01 -0000
To : <XSI(at)Softimage.COM>
From : "adrian" <adrian.wyer(at)fluid-pictures.com>
Subject : depth pass with transparency
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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