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in his lesson will see the uses for the m_i_t_ material passes
so the ically a pass material
is a new version of this architectural material that's founded maya two thousand nine
so this is in new version that is now fully compatible with the new render pass system
that has been included as part of my two thousand dying
however you'll notice that the
m_i_t_ material passes as far as the attributes found in this particular shooter
really it is identical
to this attributes that are found in the material x
some really the only difference is that you would want to utilize this particular shooter
whenever rendering with my is of new pass system dot in two thousand nine
so let's take a look
at what we actually have is far as our render goes
so this is really what we have
now behind-the-scenes whatever metal re renders it anything that has
uh... things like diffuse reflection
all of these different components these are actually rendered
as separate threads in the background
so first it will go through diffuse calculation to figure out surface color
then will do any reply to pass that refraction pass
and all of these other passes are then composite it back together displayed to us in the final
render
now what my at two thousand nines knew pass system will do is give us the ability to separate
those threads out into separate images
so we have the ability to separate the diffuse past a speculative *** abe reflection pass
refraction past weakened i'll put all of those
in the same amount of time it would normally take a sturgis render one image
because we're not using any sort of extra calculation
all we're doing is just taking the data that middle race calculates anyway interests outputs
it into separate images
so let's take a look
at how we can actually utilize this in order to gain access to really the functionality
of this
we need to first enable the render passes
found in my two thousand nine
so did you discover the reddish settings and
check on the passes
now let me go ahead just expand my
just a little bit more so i can gain access to these buttons on the side
so this is where we actually set up the passes that we want output
sports click on this button
and create the passes that we want
now as far as the passes that are compatible
with this m_i_t_
uh... material pass shooter there are really just a few that are compatible
so people just a quick it'll word document here we can see exactly what those are
so we've got these list out we can do with beauty pass we can do with the fuse pass
we can do director radiance indirect reflection and refraction passes
as well as a specular and translucent pappas
all right so keep in mind that these are the only passes
that are as of maya two thousand nine compatible
with this particular shaker
all the rest of these passes however should be compatible with the normal maya materials
so let's go ahead and set these up for our
material pass so let's do the beauty pass
and i could just personal the control key to add multiple pasa simultaneously sold to
defuse pass
for demonstration sake we can also do a director radiance we can do it and indirect
pass so that we we can factory and final gather and global elimination data
and will also do reflection and refraction
as well as a speculative
in this case we really don't have a translucent set up so we will be able to seek of a translucent
effect if we were to at this
so what's goin create this
every go there's our passes that it's now been created
now before they can actually be used
really you can think of this more as like a holding bien
for the passes that we have available to us right now they're not being actually utilized
until
we moved them down into the associated passes once the down here then they'll be calculated
to render time
so let's go ahead and
with all be selected
movies down
and now they will be utilized
i so once we actually have to set up
we just now need to determine exactly how these will be output
so these can be al puttin any kind of a format something as simple as that
bitmap image
this'll show us where is akeli these notes or rather these passes will wind up
so we can call to something like
passes
and if we want we can actually give the some kind of prefix to determine
the actual past that we are going to get out
so right now if we're to just simply render this we would get the new folder
four each pass so we we get the folder labeled the fuse
the pass
image inside of that we would get another folder named specular and so on and so forth
nothing really wanted to just keep these in one folder all we wouldn't need to do is just
simply right click
here are filed output name
an insert
some kind of pass
and now you can see that we will instead now get a file name passes underscore
specular or passes underscore diffuse
and so on and so forth
now to actually render these out all we have to do
is go to the rendered venue
go to render
and batch render this out
all right so was there in his complete we cannot take a look at inside the directory
that we've output these images too
and we should be will find all of the our different passes
right here for us
so here's the beauty pass that we have
so that's really the composite id
composition as far as the
uh... specular reflection refraction so on and so forth
we also have the separate pass now or diffuse color so we really just the diffuser direct
lighting information
we also have the direct irradiance which is really just looking at like intensity without
any regard for color or texture
we also have the indirect illumination so this could hold final gather global illumination
or call six
information
we also have reflections
we have a fractions
we have specular ps
all of this was able to be output in the same amount of time
that this when singular image
was output so this is really the benefit of using this render past system
and being able to legalize this by using the past material
now before i grab at this lesson there is one very very important limitation i want
to mention about this past material
and that is that as of maya two thousand nine this pass material is not to be able to compute
photon interactions
so if you have a scene that is having uh... things like global elimination or cost fix
that need to interact with this pass material
there is right now as of my two thousand buying a bug
in which this is not able to take place
really something that is very critical to keep in mind so as a result
here is sort of a workaround that i would recommend doing
you can take any sort of in m_i_t_ material
x
and its vote on interactions will be calculated properly
so we can always take this
and
make sure that our secondary m_i_t_ x material
matches the ashby two-week set up in the past system
images simply take this into the shooting group
they connect this as the proton shooter
now the photon interactions will behave properly
whatever we render out hour passes
now the problem is that whatever utilizing this myth that we do have to go through the
additional steps of making sure that this
second vote on material does match
the major actually two weeks have been here disord we can make sure that the photons do
look correct
so as a way of avoiding that here is a workaround that i would actually recommend doing
instead of starting
with your scene as far as starting with the uh... imai eight x
passes
when i actually prefer to do is to start by setting up by scenic utilizing
the expect a real
so with this i can go ahead and get all of my material attributes setup
just for a quick demonstration we can do something like a quick
uh... physical
glass
now as of right now of the vote on interactions will be hate properly on this material the
problem is that we can't utilize this for pass output
so what we can actually do with any kind of an m_i_t_ x material or just a standard you
might be material
is we can actually
convert this work upgrade
the shooter to a pass version
so what we
actually do or what i would typically like to do is to take this material
duplicate it
so that we we have to again tickle materials
take one of these upgraded
to the passive version of that shooter
so now we have a pass version the can you be lies with the past system
but it
won't be able to interact properly with photons
not a problem
because now we have an identical version of that
of the in my eight x
by kaback and spurs the input-output connections
all we have to do is take the
uh... imai eight x
past material
and make sure we take it reading group
in this case we actually may need to connect this up
instead of the
imai eighty x into the photon we've made a speedy take this duplicate material
econnect that into the material shooter
so there we go now we have one cheating group
table albert passes
and interact correctly with photons
so again just to recap
i would recommend starting with this node to your material setup get the photon interactions
working properly
because really does pass no while commit a plea until the time comes time to output
your dipper render passes
so as a very last step once you have all the material set up correctly
we can't duplicate
x material
duplicate it converted to a pass version
connected back in initiating group
and it we have the best of both worlds
so that's a look at how we can utilize this imani a x
pass material