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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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mtoa adding a custom LPE label/tag

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Message 1 of 4
gothic3pl
608 Views, 3 Replies

mtoa adding a custom LPE label/tag

Hey,

I have been researching but I could not find the answer - how can I add a custom LPE label to object or material in Maya?

The documentation says:

For built-in shaders standard hair is labeled with 'hair', and the standard surface coat is labeled with 'coat'. All other built-in shaders components have no labels. So the following expressions could be used for example:

light_path_expressions 2 1 STRING

"emission_fire C<O.'fire'>"

I assume, in this example, emission of 'fire' material is taken into account, but what does 'light_path_expression 2 1 STRING" does and where do I put it? Is STRING the custom label for this material? what is 2 1? Also - can I label object instead of calling for material parameters?

Cheers,

Lucas

3 REPLIES 3
Message 2 of 4
Stephen.Blair
in reply to: gothic3pl

You cannot add custom labels to existing shaders (not without access to the source code).

You can add custom labels in your own custom shaders. For example, in OSL:

https://answers.arnoldrenderer.com/questions/6589/can-i-isolate-geometry-using-lpes-in-arnold.html

*light_path_expression 2 1 STRING* is what you would see in an ASS file, if you exported a scene after setting up 2 LPEs in the Maya user interface.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 4
gothic3pl
in reply to: gothic3pl

Oh, hah, thought it'd be easier than writing OSL shaders. Any ETA on object based grouping for LPEs?

Thanks

Message 4 of 4
ethan.crossno
in reply to: gothic3pl

I would really like to see this possible as well. Would be really useful for emissive effects

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