Cycles Roughness pass
In some cases I making my textures through render passes over Compositor with File output through orthographic camera, background set to white and Default Color Managment.
This allows me to get a whole set of images with one click using denoiser.
I really missing Roughness pass . And It may be useful in standard compositing workflow.
4 Comments
I don't know why this has so few upvotes! This is essential for baking renders (not textures) into... well, textures. For example, creating folliage / branches, etc.
Did you find any workaround? I doubt this will be addressed :/ The only way I thought of doing it, is to have a new scene instance the collection of the object I want, and override material in cycles, having it's base color as roughness, the issue with that is, only one material override is allowed for scene, so complexity increases the more you have, shame eevee doesn't have material override too.
But rougness is not rays of light, not a color or intensity of shadow, it is material property. So not an actual pass, and should be rendered separately.
* @ Vyacheslav * Same as Vector, Normal, UV, Object and Material Index is not rays of light.
* @RUben * agree. Also roughness can be baked on surface. {attachment 8315649jpg} So it is possible by design.