Community
Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Make custom maya texture 2d node renderable in Arnold

2 REPLIES 2
SOLVED
Reply
Message 1 of 3
yjcnbnbnb200
256 Views, 2 Replies

Make custom maya texture 2d node renderable in Arnold

Hi all, I wrote a custom maya node which located in hypershader-texture-2d, the node class is derived from MPxNode and has a color output plug, I finished all computation in Compute() method which is a virtual method defined in MPxNode class, now I can render it correctly in Maya Software Renderer, but I need to have the same thing to be rendered in Arnold, all the info I got from support and web told me, I need to use Arnold SDK to write the node again, but I am not sure about this, am I correct?

Since I thought Arnold translator is not the thing I want, translator is a fake way to use Arnold node to mimic something close to maya things, but my shader is too messy, so I can not just use some equivalent parameters between an Arnold node and my node, so I thought translator can not solve my problem right ?

So write my shader again in Arnold SDK was the only way I can choose now, which is a nightmare?

Tags (1)
Labels (1)
2 REPLIES 2
Message 2 of 3
zenop
in reply to: yjcnbnbnb200

Yeah, you'll have to write it again as an arnold node.

Message 3 of 3
yjcnbnbnb200
in reply to: zenop

Thanks man, my first Arnold shader was done this morning, it's not that crazy as I thought before.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report