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Zeno Pelgrims avatar image
Zeno Pelgrims asked ·

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

shaderaov
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Ramon Montoya Vozmediano avatar image
Ramon Montoya Vozmediano answered ·

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)

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Thanks Ramon, that's perfect

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rachid Hadj Abderrahmane avatar image
rachid Hadj Abderrahmane answered ·

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
and here is the same thing in Maya:

Htoa_shaderPointer.zip
mtoa_shaderPointer.zip


shader-p-o.jpg (63.5 KiB)
mtoa-spointer.jpg (633.2 KiB)
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well, I actually need to use the pointer, so random rgb data isn't going to do it!

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just use one channel

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Zeno Pelgrims avatar image
Zeno Pelgrims answered ·

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.

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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)


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Stephen Blair avatar image
Stephen Blair answered ·

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

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