I was wondering Is it possible to have an matte ID pass per PRT Loader while rendering as a render element. Say you have 3 PRT objects and you would like to assign RGB them to use in compositing. I know you can do this by emission but I was wondering if it can be done by as a render element as well.
On a side note has anyone had this issue where Krakatoa VFB disappears. It shows up fine when you start a fresh scene but in a scene that it has turned off it wont come back is there a way to get this back?
You could add a Magma modifier to each PRT Loader and set a custom channel (e.g. Mapping2) to the color you want. Then in the Render Elements, create a Custom Render Element and connect its output to inputChannel Mapping2. This will give you the color set in the PRT Loader’s Magma written to a render element. There is no other way to determine what object a particle came from, you have to tag them within the PRT Loader itself using Magma…
I have not seen that. Does the whole Max VFB disappear, or just the Krakatoa extension controls around it?
Thanks Bobo I will try that , I was trying something along the lines of giving each PRT an ID and then assigning a color in the custom render element. But I couldn’t figure out how to apply the boolean where if ID equal 2 then assign red etc.
Just the krakatoa extension controls. Seems to mostly happen on heavy shots.