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
Solved! Go to Solution.
Solved by ramon.montoya. Go to Solution.
I would create a custom AOV but with the same name and type that you saw in Houdini
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.
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:
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)
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)