# Maya render passes

**URL:** https://forum.highend3d.com/t/maya-render-passes/49200
**Category:** Maya
**Tags:** rendering-lighting
**Created:** [September 16, 2010, 2:05pm UTC](https://forum.highend3d.com/t/maya-render-passes/49200 "2010-09-16T14:05:19Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![om-parab](https://forum.highend3d.com/user_avatar/forum.highend3d.com/om-parab/32/1525_2.png) [@om-parab](https://forum.highend3d.com/u/om-parab)
#### Post date: [September 16, 2010, 2:05pm UTC](https://forum.highend3d.com/t/maya-render-passes/49200/1 "2010-09-16T14:05:19Z")

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HEY

I AM NEW TO THIS FORUM

PLEASE ANY ONE CAN EXPLAIN WHICH ARE IMPORTANT RENDER PASSES IN MAYA SCANLINE AND MENTAL REY.   
I KNOW THAT IN MENTAL RAY RENDER GLOBES WE&nbsp; HAVE READY PASSES OPTION  
BUT HOW TO GET CUSTOME PASSES

I AM NEW TO MAYA LIGHTING  
OR IS THERE ANY TUTS WHICH CAN EXPLAIN THEM IN DETAL

THNX

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<div class="post-metadata">

### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [September 16, 2010, 3:02pm UTC](https://forum.highend3d.com/t/maya-render-passes/49200/2 "2010-09-16T15:02:41Z")

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Make a custom pass in the render globals with appropriate name, give it a name. Attach to rendering.

Make a wireToXXXBuffer node where XXX is the name of the buffer type your after. Attach to your shader.

Render

PS: dont shout its rude.
