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How to create AOV light groups for Toon shader based shading scene?

6 REPLIES 6
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Message 1 of 7
gshankar165
1223 Views, 6 Replies

How to create AOV light groups for Toon shader based shading scene?

Hi,

I have a scene of toon shader based shading. If I add light group name to my lights and then select the light group in aov, I get nothing in render.

I tried custom AOV with light path expression method, that is not working too. However its works fine with statndard surface shader.

If is there any way to render light groups in toon shader based scene, let me know.

Thank you.

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6 REPLIES 6
Message 2 of 7
Anonymous
in reply to: gshankar165

Did you ever find a solution to this? I have the same issue. I render additional layers for each of my lights but it drastically increase my render times.

Message 3 of 7
gshankar165
in reply to: gshankar165

No. I managed bu rendering a custom Aov for Highlight, Midtone and Shadow. I passed R to High, G to Mid and B to Shadow. These parameters are on toon Shaders. But indirect wont help here. I had to remove indirect in comp before using the pass.

Message 4 of 7
lee_griggs
in reply to: gshankar165

There is an option to adjust indirect diffuse/specular here.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 7
deomTNYCE
in reply to: gshankar165

Did anyone ever figure this out? I have a toon based scene with some volumetric lights in that I would like to output to separate AOVs to reconstruct the beauty in post and be able to tweak the lights there. Is it at all possible or is it perhaps in the nature of the Contour filter to kind of "flatten" everything together?

Message 6 of 7
ebomke
in reply to: gshankar165

Glad to see Autodesk and Arnold are quick to answer our questions. I too just want to be able to use light groups with toon, which should be incredibly simple to add as a feature.

Message 7 of 7
Stephen.Blair
in reply to: gshankar165

You can't have light group AOVs with the toon shader.
The toon shader overwrites the usual AOVs with its own AOVs (toon uses AOVs internally to implement toon and edge shading).



// Stephen Blair
// Arnold Renderer Support

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