ctrlBuffers and SSS and HDRI… oh, my!

I have to be honest – texturing, shading, and rendering are not strengths of mine. If my renders look good at all, it’s either thanks to a miracle, or readily available (and free) documentation found online. :P

So anyway, first up is the ctrlBuffers utility by “Francescaluce”. If you haven’t checked it out already, MUCH more information can be found here. There are 3 parts to this shader – Store, Write, and API, and each one needs to be used for it to work (as far as I know).

The buffer_Store node is probably the easiest of the three to set up -
Connect your shaders to the appropriate buffers, name them (just to keep things organized), and don’t forget to click the ‘store’ attributes. If you have a ‘Beauty pass’ shader, you can plug it into the render.buffer.

Next is the API node, which basically tells the render that there are buffers to be rendered. I think.

Create any basic object, and apply the buffer_api node as a Geometry Shader -

Options are fairly simple, you really just to have let it know how many buffers are going to be rendered -

You shouldn’t have to worry about the object after this, the api node should make it non-renderable.
That just leaves the buffer_Write node. Select the camera you intend to use, and create an Output Pass under the Mental Ray rollout -

Under the Pass Options, the buffer_Write node will be used as the Output Shader.

For the most part, the Buffer Write options are fairly straight-forward:
type in the output path for your images, the format, buffer names, etc. -

That’s about it. The only other thing I can think of, is that although you might create a buffer_Store node for every object in your scene, you’ll only need one Write and API node.

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