These are two PRT loaders, I’ve assigned red to one and green to the other, and I’ve assigned the same colors in the custom render element. I was expecting the result to be the same, but it’s not. Multiplying by the density didn’t give a correct result either.
Basically, I want to make a PRTId render element so comp can control them separately, and it would be great if i can avoid rendering twice, and use the custom render elements.
Here is my test using a teapot and a cylinder, converted to PRT Volumes.
Lit by one Omni light.
I added a Magma to each PRT Volume and set the Mapping2 channel to a different color (pure red, pure green).
I then added a Custom Data Render Element and output Mapping2 as the render element data. Set Filter to off.
As you can see, the render element output represents in pure color value the closest particle to the camera, no shading at all.
If I enable filtering, the particles would be drawn using the current (Bicubic) filter, so where a particle partially overlaps a pixels, you might get a mixture of red and green. With Filter OFF, all pixels partially overwritten by the closest particle will have the pure color of that particle.