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#1 2012-05-21 11:52:42
- andystopford
- Member
- Registered: 2010-03-23
- Posts: 35
How to use render channels
Simply adding extra channels using the Pass Options property editor renders blank images. In the 3DfS manual it suggests that you have to use a RenderMan shader but presumably this would override the rendertree surface shader which isn't what I want.
Is there any way of outputting channels using the Softimage interface?
(Edit) Seems like it is rendering images, but some programs, e.g. Photoshop don't seem to read them.
Last edited by andystopford (2012-05-21 13:38:46)
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#2 2012-05-21 18:01:02
- gducatel
- Beta tester
- From: Montreal
- Registered: 2007-11-13
- Posts: 56
Re: How to use render channels
It is working the same way as mental ray (http://softimage.wiki.softimage.com/xsi … annels.htm), the only trick is when you are using OpenExr, instead of outputing the result in multiple files, you can output the result inside the same file.
Inside Nuke for ex. You can find your extra channels using a shuffle node for example (http://www.nukepedia.com/written-tutori … fle-nodes/).
Ex. [Project Path]\Render Pictures\[Pass]_[Channel].[Frame #4].exr will output every channels into different files, when [Project Path]\Render Pictures\[Pass].[Frame #4].exr will render every channel together (if you setup that path for every channel)
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#3 2012-05-22 02:54:05
- andystopford
- Member
- Registered: 2010-03-23
- Posts: 35
Re: How to use render channels
Thanks for that, I'd been shy of using .exr before but I'll give it a try with tonight's render.
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