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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Is it possible to use operarors to modify data going into AOVs rather than the whole scene?

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Message 1 of 4
Anonymous
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Is it possible to use operarors to modify data going into AOVs rather than the whole scene?

Is it possible to use operarors to modify data going into AOVs rather than the whole scene?

I am using switches to modify shaders going into AOVs based on aiUserData nodes and attributes on shape nodes. So just wondering if I can set up say a visibility control with operators, that only affects one AOV and not the entire scene.

Thanks

Alan.

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Message 2 of 4
Stephen.Blair
in reply to: Anonymous

You can update shader nodes that write to AOVs.

The data written to AOVs is handled inside shader code.



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

Ah yes that makes sense - thanks Stephen, so am I right in saying that it's not possible to modify say a .visibility attribute on a shape by using a aiUserData node because it's a property of the shape node and AOVs only process shader information ?
Sorry just trying to get it clear in my head.

Also I am trying to improve my technical understanding of all the ai nodes, as a suggestion to Maya Learning and Arnold team, a node by node video tutorial series would be terrific. I think Digital Tutors did a series for Mental Images years ago, and it was super. (Node reference library) ie. this is the Rayswitch node - and here is 3 cool things you can do with it in 10 min etc. explainer.


Thanks a lot!

Message 4 of 4
madsd
in reply to: Anonymous

Depending on the data type of the property on the asset, it can be done, or it can be very time comsuming to get done, is my take on that.
So if you can expose details about the data set on the property it should be fairly easy to then construct a gate way into an OSL shader and if your data can reach this position we are good to go.

We can make an index driver be a combination of integer values for example that moves a gate to open or close down through a switch shader, array map and you can use this signal as an indicator/trigger to swap things around for the particular AOV.


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