Hey guys, I'm trying to do multi pass rendering but diffuse filter pass seems not working (same for specular roughness etc), I use “Surface Unlit Diffuse Color” component but its rendering dark. What i noticed is if I use the build in texture parameter in the principled material diffuse filter shows up and working but when i wire texture nodes to principled shader it doesnt work any tips?
I attached a scene which i have 2 individual spheres one with working shader the other one is the problematic one.
thanks!
Diffuse Filter (No Lighting info) pass is missing.
3107 4 0- wreath
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- jsmack
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- wreath
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- jsmack
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Oh, that's one of the layer exports, isn't it? It's normally disabled for non-baking renders. It's enabled by adding “Add Baking Exports to Shader Layers (vm_bake_layerexport)” to the mantra node and setting it True. This setting can be expensive though, in some cases making renders take 2-3x longer. It might get better performance to export it manually be appending a bind export to the texture going into the principled shader's basecolor input.
See the attached scene for examples of adding the proper exports.
See the attached scene for examples of adding the proper exports.
Edited by jsmack - 2020年2月15日 13:15:06
- wreath
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jsmack
Oh, that's one of the layer exports, isn't it? It's normally disabled for non-baking renders. It's enabled by adding “Add Baking Exports to Shader Layers (vm_bake_layerexport)” to the mantra node and setting it True. This setting can be expensive though, in some cases making renders take 2-3x longer. It might get better performance to export it manually be appending a bind export to the texture going into the principled shader's basecolor input.
See the attached scene for examples of adding the proper exports.
Thanks A lot Jonathan! that was what i am looking for, the first wsy is a bit too long to setup especially considering i have 40+ materials in the master scene but baking export should do the trick! thanks again
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