From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of adrian
Sent:
21-March-2006 16:48
To: XSI(at)Softimage.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