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Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Hi there, i was wondering how you guys deal with referenced shading networks and their custom AOVs. Is there a way that i've missed to make inactive AOVs active, or list them somewhere ? Thanks !

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Message 1 of 3
Anonymous
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Hi there, i was wondering how you guys deal with referenced shading networks and their custom AOVs. Is there a way that i've missed to make inactive AOVs active, or list them somewhere ? Thanks !

 
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Stephen.Blair
in reply to: Anonymous

Creating a reference won't create the AOVs. You need to create the AOVs in the main scene; then the aiWriteColor and aiWriteFloat shaders in the reference will write to AOVs.



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

Thanks Stephen for replying so fast. Sorry for the lag 'cause i'm in vacations right now ^^

So my purpose is to find a workflow where an Artist publishes an asset that another gets in a lighting/rendering scene with the latest Masks/wathever AOVs where thought to make the show look better.

According to your answer my best option is to parse a .ma file to find custom AOVs and declare them in the rendering scene, in order to make the aiWriteColor/Float do what they were ment for.

Obviously i'm no TD, and the shop i'm working for is very small, with the potential to scale up dramaticaly. I've read that for the c4d integration a preset solution was developed. Back in 2013 Pál Mezei talked about a similar workflow involving json file file w/ preset.

Is there any hope to see a built in solution for this issue, or do we have to write a tool ?

This post seems like bitching on a ridiculous problem, and i wanted to thank You all for the AWSOME

work done for the Arnold core 5 release. Take care ya all !

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