Hello,
I want to create a custom AOV per Vertex Color, but I don't know if this is possible by now...
In next screenshot shield colors: red, green and blue are assigned by Vertex Color tag. It would be great If It's possible to create a custom AOV by color. By now I can add a new material by selection tag and use cryptomatte, but If I want to change something I need change (or reassign) these new materials.
With AOV per Vertex Color all will be cleaner...
Anyone know a better option?
Try this
Create 03 custom avo, name them : red, green, blue
Create 03 userDataColor name them : red, green , blue
connect each userDataColor to the corresponding custom aov (userDataColor red to custom avov red )
add your cryptomatte aov
Hope this help
Seems that not work...
I see red AOV all black...
Colors are applied to object by "Vertex Color" tag...
Thanks for your response,
Seems that "Export vertex color" is not available in C4toA and due that (I think) that C4D is not passing that info to Arnold...
Vertex Color seems to be a new feature in C4D R19 and is not the same tag that "Vertex Map", maybe a developer like @Peter Horvath can give us more info about that..
The Vertex Color tag is supported as well, just create a Vertex Map shader, drag & drop the Vertex Color Tag and connect it to an aov_write_rgb shader.
Thanks for your responses
Rachid, you use 3 vertex color tag, I need use only one because when I try to use vertex map in Substance Painter to generate ID map I only get info stored in first vertex map tag.
With Peter solution I can use vertex color in shader, the problem now is how to isolate every color to generate a clean mask and then assign it to AOV (this is not problem)
You can see a better explanation in this threat https://answers.arnoldrenderer.com/questions/4276/isolate-color-to-mask.html
Thanks
In this case why don't you just use per face assignment !
For each selection assign a flat Shader with appropriate color
Llike flat shader with red color connected to aov_write_ rgb an so on..you end up with 03 separated color, I did a test and all work fine, except the beauty ( you have to render it separately)
here is a test scene separatedcolor.zip
Finally I solve using multiple vertex color tags (RGB) per faces selection and aov_write_rgb.
Thanks for your help!