I just placed an omni light in and it's now producing spec passes. I originally only had two MR Sky Portals and it looked as though there were spec highlights present. I've attached the file Fletch, I'm sure it's an obvious solution for someone who's good at passes. Are the Sky Portals actually producing spec highlights?…
I've rendered out a load of Passes in Render Elements, Max, Mental Ray, so I can understand how they all 'fit' together. My A&D Level Specular pass shows information but the A&D Output Specular/A&D Raw Specular/Specular passes do not show any information. Why is this? If there's information in the level pass then wouldn't…
I would be surprised if those produced specular, since they're "area" style lights, meaning there's no single location where the specular would come from. A specular highlight is basically a simulation of the reflection of the light source itself. But I haven't used MR a ton either.
Ok, thanks, r_fletch_r. I'll look into that. @Eric: I do do my research, but at the same time I'm fairly new in this field so it can still be confusing understanding it all without asking specific questions.
I guess it would depend on the definition of what each pass type contains... what is Level vs Output vs. Raw vs. Specular. Anything in the Help file about them? If your material doesn't contain those elements, then you'll probably get empty passes. Like if you tried to render a Reflection pass but had no Reflect…
I know that Level contains the 'level' of specularity Raw is unadulterated Output = Raw x Level. There's nothing in the material's specular slot, but there doesn't need to be does there? Looking at the Level image posted, there's specularity present?
I've got 2 white planes in the scene to cast highlights but without them there are some highlights running along the top edges of some blocks. If these aren't specular then what else are they? Does it just count as part of the diffuse? I always thought that any highlights on corners were specular highlights from the light…
We're going round in circles here. The quantity of specular is presently shown in my Level Specular pass. From Max Document: 'Raw is determined by the Reflection - Glossiness value' As stated, my glossiness value is set to high. What else needs to be changed? There's a HDR in the environment. I'm getting my reflection…
It's already mentioned that these passes contain the various types of Specular output. You say that an A+D material has 'Output and Raw' inputs, something I wasn't aware of. These forums are for the sole purpose of posting questions, things can sometimes be understood more clearly when asking a direct question.