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Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Built-in shader pointer aov

8 REPLIES 8
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Message 1 of 9
zenop
371 Views, 8 Replies

Built-in shader pointer aov

Hey,


How do I go about setting up the 'shader pointer' aov in mtoa? I saw it was a built-in aov in houdini, but not in maya. Is this simply not exposed, or not supported?


Thanks

Zeno

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8 REPLIES 8
Message 2 of 9
Stephen.Blair
in reply to: zenop

I would create a custom AOV but with the same name and type that you saw in Houdini



// Stephen Blair
// Arnold Renderer Support
Message 3 of 9
zenop
in reply to: zenop

Thanks. I exported the ass to check the setup, but unfortunately I can't get it to work either way (houdini or maya).


The exr driver doesn't support writing pointers, which is somewhat expected. But a driver needs to be specified, and it certainly won't be any of the other drivers.. Has anyone used this in the past? I don't actually want to write this data out, I just need to query the pointers in a filter/driver.

Message 4 of 9
Anonymous
in reply to: zenop

The Shader Pointer (AOV in HtoA) it's just a random pure color
so you can mimic that in Maya by using a flat shader or utility node and pick arbitrary color
Shader Pointer & Object Pointer from Houdini
6340-shader-p-o.jpgand here is the same thing in Maya:

6371-mtoa-spointer.jpg

Htoa_shaderPointer.zip
mtoa_shaderPointer.zip

Message 5 of 9
zenop
in reply to: Anonymous

well, I actually need to use the pointer, so random rgb data isn't going to do it!

Message 6 of 9
Anonymous
in reply to: zenop

just use one channel

Message 7 of 9
Stephen.Blair
in reply to: zenop

Arnold Render View uses object, which is also a pointer

Let me ask around...

 "object" of type POINTER filtered by "_renderViewDefault@closest_filter" (closest_filter)




// Stephen Blair
// Arnold Renderer Support
Message 8 of 9
ramon.montoya
in reply to: zenop

You can use `driver_no_op`, the AOV should still be created but it won't be saved anywhere.

(I'm told it's not exposed in Maya though)

Message 9 of 9
zenop
in reply to: ramon.montoya

Thanks Ramon, that's perfect

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