Here is a small xmas present:
release 0.33
- fixed a bug in component passes
- fixed inverted dropoff in spotlight
- modified glassMode now we have glassType
- added map for reflection and refraction index
- fixed refraction and reflection ior #147
- implemented multilayer exr #122
For reflection and refraction I added a map attribute the same way it works in 3dsmax. This may lead to invalid old shaders. The glass now matches the 3dsmax version with "thin" and "caustic". Emission is saved in the components correctly (self illumination is not emission, only light emitting objects will make it into the emission pass). Spotlights now have a correct dropoff and a correct penumbra angle (it was double sized before). Penumbra angle is smoothstepped instead of linear.
If you choose Exr as output format, you can export your passes as one merged exr file. For every pass you can choose if you want to export it as 32bit float or as 16bit halfFloat. For the main rgb channels you can set this in the render globals window.
Attention: It seems that the maya2015 mentalray tools do not work correctly. In my tests the imf_disp.exe crashes with a layered exr file and imf_info.exe shows wrong data. In the previous version in maya2014, the imf_disp showed the image correctly. Nuke reads the layered image correctly, so I suppose this is more a mentalray problem instead a exr problem.