Previewing a re-combination of your render passes

Follow these steps to create a re-combination of your render passes and preview them in the Render View.

  1. In the Hypershade, select Maya > Other Textures > Layered Texture.

    Your re-combination is created using a Layered Texture node.

  2. Add your Indirect pass to your Layered Texture node. Remove the original default layer.
    Note: You can find your render passes under the Rendering tab of your Hypershade top tabs.
  3. Middle-drag the Indirect pass node to the Alpha attribute of the Indirect pass layer of the Layered Texture node to connect the alpha attribute.
  4. Add your Ambient Occlusion pass to your Layered Texture node, on top of Indirect. Select Multiply as your Blend Mode.
  5. Add your Diffuse pass to your Layered Texture node, on top of Ambient Occlusion. Select Add as your Blend Mode.
  6. Add your Specular pass to your Layered Texture node, on top of Diffuse. Select Add as your Blend Mode.
    Note: Ensure that the correct layer is selected before dragging and dropping a node to its Alpha attribute in the Layered Texture to avoid inadvertently connecting the Alpha to the incorrect layer.
  7. Ctrl + middle-drag your Layered Texture node to your Render Target to connect them via the color and alpha attributes.
  8. In the Render View window, select Render Target > renderTarget1.

    In addition, in the Render View window, lock the button . By locking this button, only the 2d compositing graph is rendered. Your render pass results are already up to date and it is not necessary to re-render them again. For more information regarding this button, see Render View toolbar.

  9. Click . This renders the output of your Render Target node, which is your Layered Texture that encompasses a re-combination of your render passes.
    Tip: Select Display > Render Info > Render Target Name to include the name of your render target in the render information. The render target name is also displayed in the Render View toolbar.
Note: You may want to turn off final gather when you render your Render Target to increase efficiency.