Applying Shaders to Passes

Location:

The Render Manager > (select a pass)

• Set the current pass and choose Render > Render > Pass Options or Pass > Edit > Edit Current Pass from the Render toolbar.

• Tab: Pass Shaders [Properties Reference]

When shaders — such as, environment, volume, output and lens  — are applied to a pass, they are called global shaders. Applying a shader to a pass uses its shader stack located in the Render Pass property editor.

Since global shaders are attached to the pass, you can have different sets of global shaders per pass. A render pass can be defined by a stack of environment, volume, output, and lens shaders. You can add more shaders, delete them, or edit them from the Render Pass property editor.

 

To apply a shader to a pass

1. Open a pass’ property editor.

2. Click the Pass Shaders tab.

3. Use the corresponding buttons to modify the Environment, Volume, or Output shader stacks.

- Click Add to open a browser that displays a list of available shaders. Select a shader and click OK to add it to the global shader list.

- Select any shader from the list and click Inspect to display its property editor. You can now edit its properties.

- Select any shader from the list and click Delete to remove it.

To add lens shaders to the pass

4. Choose an option from the drop-down list under Lens:

- Use Only Camera Lens Shaders does not allow you to specify lens shaders for the pass. The pass uses the lens shaders applied to the camera, if any. In addition, the Lens Shader port does not appear in the render tree for the pass if this option is selected.

- Add After Camera Lens Shaders applies the lens shaders you define here after any lens shaders applied to the camera.

- Add Before Camera Lens Shaders applies the lens shaders you define here before any lens shaders applied to the camera.

- Overwrite Camera Lens Shaders applies the lens shaders you define here instead of any lens shaders applied to the camera. If you don’t add any shaders here, you can effectively remove any camera shaders for this pass.

5. Use the Add, Inspect, and Delete buttons as above to apply and modify lens shaders.

Pass Shader Example: Rendering with a Background Color

If you want to set a background color for a render, you can do so by applying the Background Color shader to the render pass of your choice.

To render with a background

1. Choose Pass > Edit > Current Pass from the Render toolbar to open the Pass property editor for the current pass.

2. Click the Pass Shaders tab.

3. In the Output shader stack, click Add to open a browser from which you can select shaders.

4. Select the 2D Background Color output shader and click OK.

5. Once the shader is added to the shader stack, select it and click Inspect to open its property editor, where you can define the background color.



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