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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Maya arnold gpu material IDs

4 REPLIES 4
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Message 1 of 5
azn.westni
377 Views, 4 Replies

Maya arnold gpu material IDs

Hi! I have noticed that using any kind of utility nodes eg. Aiusercolordata or aiflat to create multimatte custon aov results in color bleeding with gpu rendering. Is there any working solution for gpu rends?

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4 REPLIES 4
Message 2 of 5
Stephen.Blair
in reply to: azn.westni

What's a multimatte custom AOV? Is it what I think it is, or something different?
Maybe you can upload an example.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 5
Stephen.Blair
in reply to: azn.westni

What's the setup to repro the problem?



mtoa-userdata-matte.png



// Stephen Blair
// Arnold Renderer Support
Message 4 of 5
azn.westni
in reply to: azn.westni

Hi! Thanks for responding! The problem seems to appear when you apply transmission to aistandardsurface material. As soon as I put transmission weight back to 0 the Material_ID aov looks correct. It doesn't matter if I use aiFlat or aiUserColorData node or any similar node that would do the same thing. All works fine with CPU renders. @Stephen Blair 1633130483145.pngtestscene-001.png

Message 5 of 5
azn.westni
in reply to: azn.westni

But this is not a problem for me anymore. I found a work around for getting IDs using the AiMaterials' AOVs1633131060883.png

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