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aovs, mulripass, physical shaders and compositing

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Hello, I am using the C4D physical renderer and a physical shader with three layers (diffuse, phong,phong) and I would like to separate each layer into an aov or separate channel for compositing. Right now, they are combined in the reflection multipass render layer. How do you do this, and whar is best practice for render passes with physical node based shaders. I tried creating aovs in the material and connecting the result from the diffuse and phongs to the aov color inputs, but the input will now accept that. Thank you for your time and any advice.


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