p_MegaTK_pass



p_MegaTK_pass - geometry shader. It may be used for output different passes, such as mental ray standard channels(like Z, Normal, Label...) and p_MegaTK passes.
p_MegaTK_pass not compute passes itself, shader just enable it.
For mental ray standard channels you don't need fill it, mental ray do itself. You just need enable channels.
For TK passes you should use p_MegaTK shader. Please view tutorial about rendering passes with p_MegaTK shader.
File Name:
File name for result images. Pass name, padding and extention will be added to this name "image_name.pass_name.padding.ext" (for example like this: "test_image.duffuse.0004.tif").
If images saved to single multichannel OpenEXR file 'single' or 'singleTK' prefix will be used instead of 'pass_name'.
Render Dir:
Render directory. You should create it before render
Frame Padding
Number of digits in frame number of result image name
p_MegaTK passes Out Format
File format for p_MegaTK passes
'TIF 3x32bit (float)' (0) - Float point TIF witout alpha
'IFF 3x32bit (float)' (1) - Float point IFF witout alpha
'OpenEXR (mi)' (2) - Float point 16(half) bit multichannel OpenEXR (tiled). All channels will be saved to same file (mental ray standard saver)
'OpenEXR (p_OpenEXR_saver)' (3) - Float point 16(half) or 32 bit multichannel OpenEXR (scanline). All channels will be saved to same file (p_OpenEXR_saver)



OpenEXR Compression

'No Compression' (0) - Without any compression. Large file size
'Run Length Encoding' (1) - RLE Run Length Encoding. Fast and small rate compression
'Zlib Compression (1 scan line)' (2) - ZIP achieves good compression rate
'Zlib Compression (16 scan lines)' (3) - ZIP achieves good compression rate
'Piz-Based Wavelet Compression' (4) - PIZ usually achieves better compression but is much slower
'Lossy 24-bit Float Compression' (5) - Huffman dictionary compression efficient but lossy (for floating-point data, which loses 8 of 32 bits) rounding method
'Lossy B44 Half Compression' (6) - The size of the compressed pixels is about 22 percent of the size of the original RGB data. Decoding is fast enough to allow real-time playback of B44-compressed OpenEXR image sequences on commodity hardware
'Lossy B44A Half Compression' (7) - Like B44, but better for blocks of pixels where all pixels have the same value. For images with large uniform areas, B44A produces smaller files than B44 compression

OpenEXR Format
Number of bits for OpenEXR 16 bit half float or 32 bit float. Both have same range, but different precision. In most case you really don't need full 32 bit float
'16 bit per Channel (half float)' (0) - Half float point 16 bit per channel
'32 bit per Channel (float)' (1) - Float point 32 bit per channel


In current version 'OpenEXR Format' works only for 'OpenEXR (p_OpenEXR_saver)', but not for 'OpenEXR (mi)'

Enable Filter Passes
Enable filtering (interpolation) for all passes
Contrast All Buffers
Enable contrast threshold check (sampling) for all buffers. It may be usefull (improve passes sampling) if you have no enough sampling in some passes that have no effect to beauty pass (like SpecialC1, SpecialC2...). In most case (for example if you just render common TK passes) you really not need it enabled. Be carefull with it, because this option may dramatically slowdown rendering
RGBA Pass
Enable RGBA (beauty) pass
RGBA Format
RGBA Format
'From Render Settings' (0) - File format and other settings will be taken from Render Settings
'OpenEXR (mi)' (1) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (3) - OpenEXR with p_OpenEXR_saver shader (multichannel)

Z Pass
Enable Z (depth) pass
Z Format
Format for mental ray Z buffer
'zt' (0) - mental ray internal 'zt' format
'map' (1) - mental ray memory mapped format
'tif' (2) - tif file
'OpenEXR (mi)' (3) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (4) - OpenEXR with p_OpenEXR_saver shader (multichannel)

Normal Pass
Enable Normal pass
Normal Format
Format for mental ray Normal buffer
'nt' (0) - mental ray internal 'nt' format
'map' (1) - mental ray memory mapped format
'tif' (2) - tif file
'OpenEXR (mi)' (3) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (4) - OpenEXR with p_OpenEXR_saver shader (multichannel)

Motion Pass
Enable Motion vectors pass. You should have motion blur enabled for getting it. I have no idea how to use this pass directly. I suppose it's buffer only for mental ray internal computing (like output shaders). For post render 2d motion blur please use p_motion_to_rgb shader (please view tutorial about using p_motion_to_rgb shader) or mip_motionblur from 'production' library
Motion Format
Format for mental ray Motion buffer
'mt' (0) - mental ray internal 'mt' format
'map' (1) - mental ray memory mapped format
'tif' (2) - tif file
'OpenEXR (mi)' (3) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (4) - OpenEXR with p_OpenEXR_saver shader (multichannel)

Label(TAG) Pass
Enable Label(TAG) pass. This pass may be usefull for per object masking
Label Format
Format for mental ray Normal buffer
'tt' (0) - mental ray internal 'tt' format
'map' (1) - mental ray memory mapped format
'tif' (2) - tif file
'OpenEXR (mi)' (3) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (4) - OpenEXR with p_OpenEXR_saver shader (multichannel)

Coverage Pass
Enable Coverage pass. This pass may be used with Label or Z pass for control antialiasing
Coverage Format
Format for mental ray Coverage buffer
'st' (0) - mental ray internal 'st' format
'map' (1) - mental ray memory mapped format
'tif' (2) - tif file
'OpenEXR (mi)' (3) - OpenEXR mental ray standard (multichannel)
'OpenEXR (p_OpenEXR_saver)' (4) - OpenEXR with p_OpenEXR_saver shader (multichannel)
'null' (5) - Null format. File will be deleted after render complete

Shading Pass
TK Shading pass. Contain diffuse*shadow*color*diffuse_occlusion
Color Pass
TK Color pass. Contain color of objects without any lighting
Diffuse Pass
TK Diffuse pass. Contain direct lighting (from lights)
Shadow Pass
TK Shadow pass. Contain shadows from all lights
Specular Pass
TK Specular pass. Contain specular without shadows (from lights). If Specular_Shadow pass disabled, Specular pass will contain speculars combined with shadows (for reduce number of buffers, if you don't need to control specular shadow)
Specular_Shadow Pass
TK Specular_Shadow pass. Contain shadows for speculars (from lights)
Diffuse Occlusion Pass
TK Diffuse Occlusion pass. If occlusion enabled this pass contain diffuse occlusion (also known as "dirt")
Indirect Illum Pass
TK Indirect Illumination pass. Contain FG + GI + Caustic
Ambient Pass
TK Ambient pass. Like ambient lighting
Ambient Occlusion Pass
TK Ambient Occlusion pass. Contain occlusion for ambient pass. Commonly used with Ambient pass
Reflect Pass
TK Reflection pass. Contain reflection of all objects
Refract Pass
TK Refraction pass. Contain refraction of all objects
Incandescence Pass
TK Incandescence pass. Contain Incandescence (self-illumination)
Z Pass
TK Z pass. Depth pass (with antialiasing). R channel contain primary eye z. G channel contain z in reflection and B channel contain z in refractions.
This pass maybe usefull for z color correct, fog and... For DOF in most case better to use mental ray standard Z without antialiasing
Bent Normal Pass
TK Bent Normal from occlusion pass. If occlusion enabled this pass will contain bent normal. It maybe used in composition software for relighting, reflection and...
SpecialC1 Pass
TK SpecialC1-4 passes. It's user defined passes. For example it maybe used for output colored masks(4 specialC passes give you 12 masks without keying) or any additional passes you want. You may just set color (for masks) or connect any shader