Use
            this node to set your options for your render pass.
         
         Render Pass Options
         - Renderable
 
            - 
               
Select this option to
                     set the render pass as renderable. When set as renderable, the render pass
                     (frame buffer) is defined in mental ray and written to disk upon
                     rendering completion. 
                  
                
             - Type
 
            - 
               
Select the desired render
                     pass type from the drop-down list.
                  
                
             - Numbers of Channels
 
            - 
               
Set the number of channels
                     for your render pass output. Some render passes support all types
                     of channels, while some others only support a limited number of
                     channels. 
                  
                
             - Frame Buffer Type
 
            - 
               
Select the framebuffer
                     type from the drop-down list.
                  
                
             - Color Profile
 
            - 
               
                  Use
                     this option when you are using color management in your scene. See 
                              Using color management in your scene for
                     more information regarding color management.
                  
                  Select the color profile
                     that should be used when writing the render pass to disk. 
                  
                  There are two sections
                     available in the Color Profile drop-down box.
                     Under the first section, there is a list of built-in color profiles.
                     Under the second section, there is a list of any existing color
                     profile nodes that are currently in your scene.
                  
                  
                  Click the colorProfile
                     node icon  
  to create a colorProfile node
                     and connect it to your current renderPass node.
                  
                  NoteIf you select the Use
                           Default Output Profile option under the list of built-in
                        color profiles, Maya will use the color profile setting that you
                        selected under the Default Output Profile option
                        in the Render Settings: Common tab.
                     
                   
                  TipIn order to use color
                        management in your scene, you must select the 
Enable
                           Color Management option in the 
                                 Render Settings: Common tab.
                     
 
                   
                
             - Filtering
 
            - 
               
Enable this option to
                     use the same filter settings as selected in the Render Settings
                     window. This option is used for anti-aliasing and should be enabled
                     in most cases.
                  
                
             - Pass Group Name
 
            - 
               
Use this attribute to
                     sort your render passes into logical file groups. The pass group
                     name that you enter in this field is appended to the image file
                     name when you include the <RenderPassFileGroup> render
                     token in your File name prefix attribute
                     in the File Output section in the 
                              Render Settings: Common tab.
                  
                  For example, group your
                     diffuse, specular and shadow passes into a pass group called Illumination.
                     When rendering with openEXR, add the <RenderPassFileGroup> render
                     token to your File name prefix attribute. All passes with Pass
                        Group Name set to Illumination are concatenated under
                     the Illumination exr file.
                  
                
             
         
         A render pass node may
            also have several of the following attributes, depending on the
            pass type:
         
         NoteThe terms hidden and visible refer
               to whether or not an object is associated with the pass through
               one or more pass contribution maps.
            
          
         - Use Transparency
 
            - 
               
            
 - Holdout
 
            - 
               
Allows hidden objects
                     to occlude. This option is useful for some compositing workflows.
                  
                
             - Hidden Geometries Visible
                     in Reflections
 
            - 
               
Enable this option to
                     make hidden objects appear through visible reflective objects.
                  
                
             - Hidden Geometries Visible
                     in Refractions
 
            - 
               
Enable this option to
                     make hidden objects appear through visible refractive objects.
                  
                
             - Hidden Geometries Produce
                     Reflections
 
            - 
               
Renders the reflections
                     of visible objects through hidden objects.
                  
                
             - Hidden Geometries Produce
                     Refractions
 
            - 
               
Renders the refractions
                     of visible objects through hidden objects.
                  
                
             - Attenuate According
                     to Transparency
 
            - 
               
Framebuffer values are
                     modulated by material transparency. Only available for render pass types
                     where it is pertinent. For example, if you render a 50% transparent
                     surface and the object behind it is opaque, the diffuse for the
                     opaque object is dimmed by 50% and written as is, since the object
                     is being seen through a transparent surface.
                  
                
             - Min Reflection Level / Max
                     Reflection Level
 
            - 
               
The minimum and maximum
                     number of times a light ray can be reflected. The maximum value is
                     clamped by the Max Trace Depth value set in the Render
                        Settings window, Quality tab.
                  
                
             - Min Refraction Level / Max
                     Refraction Level
 
            - 
               
The minimum and maximum
                     number of times a light ray can be refracted. The maximum value is
                     clamped by the Max Trace Depth value set in the Render
                        Settings window, Quality tab.
                  
                
             - Shadows
 
            - 
               
Use this option to turn
                     shadows on or off for the selected pass.
                  
                
             - Hidden Geometries Cast
                     Shadows
 
            - 
               
When this option is enabled,
                     objects that are not included by pass contribution maps will continue
                     to cast shadows even though they are not visible in the scene.
                  
                
             
         
         Normalized 2D Motion
                  Vector render pass attributes
            
            The Normalized
                  2D Motion Vector pass node also includes these attributes:
            
            - Automatic Max Pixel Disp. / Max
                        Pixel Disp.
 
               - 
                  
If the Automatic
                           Max Pixel Disp. option is selected, Maya calculates the
                        maximum image resolution. For example, if the image resolution is
                        640x480, the biggest axis of the image, 640, is used. 
                     
                     Otherwise, if the Automatic
                           Max Pixel Disp. option is disabled, Maya uses the value
                        specified in Max Pixel Disp.
                     
                   
                - Min. Disp. Range / Max. Disp.
                        Range
 
               - 
                  
Specify how the motion
                        vector should be remapped. For example, the default is 0 for the minimum
                        and 1 for the maximum, with a maximum displacement of 256. Therefore,
                        any value less than 0 is remapped to 0. Any value greater than 256
                        is remapped to 1, and a displacement of 128 is remapped to 0.5.
                     
                   
                - Extract Magnitude
 
               - 
                  
If enabled, the length
                        of the 2D vector is placed in the z-component. The length is also normalized;
                        so, if the length is 256, the value written in blue channel would
                        be 1 (assuming that the displacement value is 256).
                     
                   
                
            
          
         Camera Depth render
               pass attributes
            
            The Camera
                  Depth pass node also includes these attributes: Near
                  clipping plane / Far clipping plane,
               and Minimum buffer value and Maximum
                  buffer value.
            
            Use the attributes to
               normalize the camera depth value. For example, using the default
               values, any value less than 0 is normalized to 0 and any value greater
               than 1000 is normalized to 1. Alternatively, you can also use these attributes
               to clip objects out of the scene. You must enable the Remap
                  Depth Values option in order for the near and far clipping
               planes and minimum and maximum buffer values to take effect.
            
          
         Ambient Occlusion render
               pass attributes
            
            - Use Local AO Settings
 
                  - 
                     
Select
                           this option to use the values set in the Ambient Occlusion pass
                           attribute editor. This option is off by default.
                        
                      
                   - Rays
 
                  - 
                     
Number of ambient occlusion
                           rays used for the computation of each ambient occlusion value. A higher
                           value gives a smoother image.
                        
                        If you set this attribute
                           to 0 or to a negative value, Maya will use the global Rays setting
                           in the Ambient Occlusion section of Render Settings: Indirect
                              Lighting tab.
                        
                      
                   - Bright Color
 
                  - 
                     
The color used when no
                           occluding objects are found. Default color is white. 
                        
                      
                   - Dark Color
 
                  - 
                     
The color used when total
                           occlusion occurs. Default color is black.
                        
                      
                   - Spread
 
                  - 
                     
Defines how large an
                           area of the hemisphere above the point is sampled. The value defines the
                           cosine of the angle of a cone around the sampling direction which
                           is narrower for small values and wider for large values. Values
                           range from 1.0, for a cone that is a single direction, to 0.0 for
                           a cone that covers the entire hemisphere.
                        
                      
                   - Maximum Distance
 
                  - 
                     
The range within which
                           occlusion is calculated. Setting this value to 0 samples the entire
                           scene. For non-zero values, only objects within the Maximum
                              Distance are considered. Objects outside of this distance
                           do not occlude at all and objects that are closer occlude more strongly
                           as the distance approaches zero.
                        
                      
                   - Reflective
 
                  - 
                     
This option is disabled
                           by default. When disabled, sampling is performed in a cone area based
                           around the surface normal. If enabled, sampling is instead distributed
                           around the reflection direction, which generates reflective occlusion.
                           This can enhance the realism of reflection mapping.
                        
                      
                   - Cache Points
 
                  - 
                     
Sets the number of points
                           to be used for interpolation if Caching is
                           enabled via the Ambient Occlusion section in
                           the Render Settings: Indirect
                              Lighting tab. If you set this value to negative, Maya
                           uses the global Rays setting in the Render
                              Settings. If you set this value to 0, Maya ignores the
                           cache if present.
                        
                      
                   - Occlusion in Alpha
 
                  - 
                     
Enable this option so
                           that the scalar occlusion value is put in the returned color's alpha component,
                           regardless of the Output Mode. The other color
                           components remain as before. This option is particularly useful
                           for the Bent Normals Output
                              Mode.
                        
                      
                   
               
               Output Mode
                  Defines the return color
                     for the Ambient Occlusion pass node.
                     Select from one of the following options.
                  
                
               - Occlusion
 
                  - 
                     
Standard occlusion behavior.
                           No bending of normals.
                        
                      
                   - Sampled Environment
 
                  - 
                     
Enables environment sampling.
                           The color returned is a result of the following: average of colors
                           sampled from the environment map * bright color + dark color.
                        
                      
                   - Bent Normals (world)
 
                  - 
                     
Bent normals are enabled
                           and calculated in world space and returned as RGB values where red=x,
                           green=y, and blue=z. Note that in this mode, the normals stored
                           on the surface are not bent. Instead, the bent normals are the output
                           of this node.
                        
                      
                   - Bent Normals (camera)
 
                  - 
                     
Bent normals are enabled
                           and calculated in camera space and returned as RGB values where red=x,
                           green=y, and blue=z. Note that in this mode, the normals stored
                           on the surface are not bent. Instead, the bent normals are the output
                           of this node.
                        
                      
                   - Bent Normals (object)
 
                  - 
                     
Bent normals are enabled
                           and calculated in object space and returned as RGB values where red=x,
                           green=y, and blue=z. Note that in this mode, the normals stored
                           on the surface are not bent. Instead, the bent normals are the output
                           of this node.