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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How do the ai standard surface aov ID work ?

4 REPLIES 4
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Message 1 of 5
jemgrimshaw
2447 Views, 4 Replies

How do the ai standard surface aov ID work ?

Hi,

Finally making the move to Arnold 5 and leaving behind anders langlands much loved al shaders. Enjoying the switch but annoyingly finding I can't work out how to just pick simple RGB colours for my ID aov's as I would with the al shaders.

What simple process am i missing and why can't I find anything written up about it beyond this screengrab?

https://support.solidangle.com/pages/viewpage.action?pageId=71012571

Thanks, J

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  • aov
4 REPLIES 4
Message 2 of 5
lee_griggs
in reply to: jemgrimshaw

The workflow in the screengrab doesn't work for you?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 5
jemgrimshaw
in reply to: jemgrimshaw

Hey Lee, aah yes it does now I have looked more closely. Turns out it works fine once you add a number your ID aov 🙂 Which make me wonder how do I create more than one ID aov?

Also is crypto matt available through the standard shaders now or do I still need to install the al shaders for the time being?

Hope your good 🙂 thanks Jem

Message 4 of 5
lee_griggs
in reply to: jemgrimshaw

>Which make me wonder how do I create more than one ID aov?

Just repeat the process.

Yes, install Crypytomatte.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 5
andyfedak
in reply to: jemgrimshaw

With the arnold renderview, the objects IDs are already colored for you from the start in the ID AOV. However, when using the ID AOV output when rendered (via render sequence), it's no longer there. Would it be possible to match what we see in the arnold renderview? @Lee Griggs

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