Much appreciated, although I'm curious, I never knew Max 2010+ could (inside the viewport shadings) do a Z-Depth pass, how is that possible if you don't mind me asking (is there a setting option to enable it?).
currently it does that for objects that don't have any directxmaterial with alpha enabled assigned to them. If it does have an alpha it will only show the non transparant areas of the object as a color. I could add the option to not take the transparency of the material into account. i just noticed that the OA pass isn't…
For those who are interested i'm finalising my 2.5 release. It's a pretty big update when it comes to usability and stability from the tests i've done now but i'd like to have some more people to test it. If you're interested pm me and i'll send you the script :) some features and fixes: - textureAlphas should now always…