Two new multi-render passes have been added: UV pass and world position pass.
A UV pass converts UV values to R/G values and creates a rasterized version of UV space. Using a UV pass, you can replace
textures in 3d renderings as a post-process, without having to worry about tracking new textures in place.
A world position pass converts position (x,y,z) values to R,G,B values. Use the world position pass for relighting workflows
in compositing.
NoteYou must save to the openEXR file format when rendering the UV pass and world position pass.
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