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Texture Emission Pass
Posted: Sun Oct 09, 2016 1:42 am
by JonRace
Is there a way to do a pass just for texture emission? I can get blackbody to work with the diffuse direct pass but I cant get a pass to work with turbulencefd emission. Any help would be appreciated and I apologize if I missed this somewhere.
Re: Texture Emission Pass
Posted: Mon Oct 10, 2016 1:56 pm
by bepeg4d
Hi JonRace,
I hope to have not misunderstood your question, some screenshots are always useful, but, have you tried with inverted Diffuse filter pass?
ciao beppe
Re: Texture Emission Pass
Posted: Mon Oct 10, 2016 11:37 pm
by JonRace
Sorry if I wasn't clear. Attached are 2 screenshots of a sample I made quickly.
I have a tubulencefd cube on the left and blackbody cube on the right, both are emitting light.
The Dif D. renders the blacklight's emission light and nothing else. The Dif I. renders the turbulencefd's emission plus the scene.
I want the light from the turbulencefd's emission to act like the blacklight emission in Dif D. Only the light emitted.
Is there a way to do this? Additionally, can you render an mask/alpha of the turbulencefd simulation while rendering the scene.
I'm really sorry if I'm not clear. I'm on an insane deadline and my brain is currently mush. Thanks
Re: Texture Emission Pass
Posted: Tue Oct 11, 2016 3:31 pm
by bepeg4d
Hi JonRace,
unfortunately, volumes are not like standard objects and the interaction with render passes is limited, except for thr Render layers, you should be able to catch the alpha and other passes of the volume simulation with them

ciao beppe