I’ve run some test renders to try to understand the core difference between the two renderers as they relate to Multipass output.
I have much greater success in getting all my multipass render passes when I use the standard renderer than physical.
I assume multipass is configured to work properly with both, correct? The very specific problem I keep running into:
Multipass Global illumination and diffuse passes return successfully when I use standard materials, but when I want to
use native PBR materials , the GI and diffuse pass are 100% black consistently. My light source in both cases is a sky object
with and HDRI, and a compositing tag.
I prefer to work with PBR materials, and honestly I could just stick with Redshift, but still I’d like to work between renderers
just for flexibility.
thanks,
Jerry