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Passes, Partitions and overrides

Passes, Partitions and overrides

2005-03-03       - By softimage@(protected)

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Reply:     1     2     3  

> Hello there, I know that partitions contain objects and passes is the pass.
>  For myself i'm trying to clear something up, when you want a partition you
> first have the objects selected then make the partition then make the pass?
> Or do you just make the partition and drag the objects you want into that
> partition then create the pass ? I'm trying to figure out the correct way
> to do it !

Passes contain partitions and partitions contain objects. Each time you create a
pass you get a least one object and light partitions. Then you create additional
partitions manually, either by creating them without anything selected (wich
will make them empty) or with something selected. It's up to you.

If you create the other built-in types of passes (like reflection for example),
you get more partitions, but chances are that you will have to move objects in
the appropriate partitions. I could be wrong here as I never use the built-in
passes and I use scripts to manage partition members and such.

Always check the manual.




> Second with overrides, you can have certain surfaces render but in all the
> stuff I've read they seem to always (if you just want to render out diffuse
> channel as a example) they select "diffuse_inuse" do you have to do this or
> can you just select "diffuse" channel or "specular" channel or any other
> channel? What is the right surfaces etc to put into a override?

Well again a little bit of manual reading would clear things up, this time check
out data types in the Render Tree part of the docs. For each (or almost)
parameter in a property page there is a input in the shader. In the case of
diffuse_inuse, this correspond to the checkbox that enables or disables
diffuse.

When in doubt, connect something into the shader input and then open its ppg.
You should see that the parameter with something connected is no longer
editable.


Cheers
Bernard
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