We are doing some experimentation with Arnold to see if it's a viable alternative to Vray.
One thing I'm noticing is that while the "matte" attribute on materials is a nice, simple feature that would be great for some circumstances, Arnold does not seem to have anything like Vray's multimatte system that can output RGB mattes during a single render pass. Am I missing something?
It looks like it's necessary to do a second render pass with "matte" checked on each shader you want a matte for, and as many render layers as are needed to get a matte for everything in the scene (each a render layer for every three discrete objects)?
Also, I'm noticing that the Arnold render view does not update matter color or opacity changes properly. Anyone else seen this?
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Ha. That looks amazing although probably beyond what we need here.
Looks like it's a bit more laborious to set up RGB mattes by hand in Arnold than it is in Vray....
Is it necessary to go into each AOV node individually to enable and disable on a per render layer basis??
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Has anyone downloaded and rendered the cryptomatte tutorial scene file successfully?
http://www.anderslanglands.com/alshaders/tut_cryptomatte.html
I can download and open the provided scene, but the Buddhas are all just cuboid and don't render at all -- I just get a gray sphere with nothing on it.
So far as I can tell I have the AL shaders properly installed. I'm on Maya 2017.
Is it necessary to go into each AOV node individually to enable and disable on a per render layer basis??
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Kiryha Krysko <kir...@gmail.com>
Sent: Monday, April 17, 2017 3:47 PM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Arnold RGB or object ID mattes
You can output object and shader IDs(mattes) with single render in addition to the beauty into single exr file.
On Mon, Apr 17, 2017 at 6:33 PM, Steve Davy <stevi...@hotmail.com> wrote:
We are doing some experimentation with Arnold to see if it's a viable alternative to Vray.
One thing I'm noticing is that while the "matte" attribute on materials is a nice, simple feature that would be great for some circumstances, Arnold does not seem to have anything like Vray's multimatte system that can output RGB mattes during a single render pass. Am I missing something?
It looks like it's necessary to do a second render pass with "matte" checked on each shader you want a matte for, and as many render layers as are needed to get a matte for everything in the scene (each a render layer for every three discrete objects)?
Also, I'm noticing that the Arnold render view does not update matter color or opacity changes properly. Anyone else seen this?
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Wha?
Vray supports Arnold shaders??
We just tested this -- it's pretty amazing actually. Anyone know if there's any plan to push this to other renderers..... like Vray?
Is this becoming industry standard? If not, why not??!
So far as I can tell though this is an implementation of his skin shader only.
The Cryptomatte system is part of the whole render pass/AOV setup within Arnold, so presumably a lot more complex.
Vray's multimatte system is great, but this ability to create mattes for everything and anything on the fly is just incredible.