Try to use the BA_color_switcher.
It supports transparencies and reflections for pass
channels.
Otherwise, there is no workaround beside
passes.
Holger Schönberger
technical director
The day has 24
hours, if that does not suffice, I will take the night
I've ran into a problem using buffer channels with
transparency.
The built in diffuse, reflection, specular, and ambient
channels don't respect transparency at all. So I setup a custom rendertree and
duplicated the base phong shader 4 times while disabling each shader
compononent (diff, spec, ref) respecfully in order to re-create an
expender version of the original shader tree. In this rendertree I piped each
separated component into a render_Channel and then each render_Channel into a
mix_8. When rendering out the buffers for this rendertree transparent parts of
the shader are not represented correctly. In the transparent sections the
"Main Buffer" rays are sampled.
The only way I've found to to
separate these shader components successfully with transparent objects
is to use passes. Then it works like a charm.
Does anybody know of a
workaround or a way to make this work? Buffers are a lot easier to manage and
are faster to render. But without sampling transparency correctly buffers are
useless.
I've attached 3 images illustrating the 3 above scenarios and
their corresponding scene files.
Votch
Levi