I have a fall off shader (AKA fresnel/ rim light) that I want to be an AOV.
The AOV doesn't render anything but the solid color that I put in. I think it's because this isn't a material, it's just a texture. But actual materials don't work in custom AOVs.
I tried using the texture while also inputting an LPE to drive the lights but they don't mix. Is it even possible to make a material a custom AOV? Because other than LPEs, shadows, and ambient occlusion, it looks like custom AOVs are only good for creating masks
I followed the tutorial below to get the effect I wanted. Take a look if you want
https://area.autodesk.com/tutorials/using-custom-aovs-to-create-mattes/
Below is what I get. Fall off with no shadows.
Solved! Go to Solution.
Solved by Slava_91. Go to Solution.
I want to help you but i need to get cleared about the issue first. is this what I understood that you have a shader of having facing ratio(fersnel), you need that as a costom aov?
Please correct me if i am wrong.
Hello. Sorry I forgot to mention that. Yes I have a facing ratio on it. And yes I would like it to be a custom aov, since if it's a custom aov, I can merge it in an exr.
You need to use aiWriteColor shader
aiWriteColor
to Beauty - connect you shader
to Input - shader, nodes, textures you want use in AOV
Sorry I should have mentioned that I am using the sampler info node's facing ratio, because then I can edit the ramp I have. I'll attach a picture.
Though I tried your process and was oddly not able to crate the same result. I will post that as well.
I tried this and was not able to get anything.
I put the ramp (with the facing ratio) into the beauty and the standard surface into the input, yet nothing shows up in the AOV I made.
I also tried flipping the beauty and input connections just for good measure and nothing.
Now connect WriteColor to surface shader in you aiStandardSurface1SG
https://dl.dropboxusercontent.com/s/tlwe0qmt4axysin/maya_sWRJuPL3Y3.jpg
after, create name in WriteColor, and now you aov add to render settings aov, and can rendering
https://dl.dropboxusercontent.com/s/z3sbysfuxm41h0k/maya_ftrLMCCZPt.jpg
However you can use Passthrough utillity
Oh! That did it. Thanks so much. The reason it didn't work the first time was because I had the aiStandardSurface1SG node still connected to the aiStandardSurface1 node and was putting the aiWriteColor1 into the AOVs tab of the SG. Now I put the write color into the SGs surface shader.
I'm going to look into this passthrough though. It seems useful to put a bump on ambient occlusion. So thanks for that too.
Something else though, and forgive me for being so novice -- how would I get multiple materials to write to this AOV? Would I use a passthrough for this?