Separating a reflection pass?

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Hello,

I'm trying to separate a reflection pass out to be able to adjust it in comp. I get reflections in my render using the “ray tracing” renderer. I can separate out diffuse, specular, paint, and opacity just fine. If I look at the “C” channel, I see my reflections, but I can't figure out how to get the reflection in a separate pass or atleast combined with another pass like specular. Any ideas?

thanks,

James
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Create an image plane for the VEX Variable (vector type):

reflExport
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so that worked, thank you very much. Another question, where in the default “glass” shader should I put the parameter node? I find it very funny that one of the most qualified nodes “glass” doesn't already have this parameter defined….?

shop>glass>glass>if_NotShadowRay

I put the parameter node between “addColors” and “suboutput1”, but I'm not getting the same look as when I look at the “C” channel. Is there a better place to put this node?
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Hm, it depends on what kind of look you want… How about just after the traceReflect node?
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