anim Posted July 12, 2013 Share Posted July 12, 2013 I'm afraid you'll need 2 mantra nodes for that Quote Link to comment Share on other sites More sharing options...
cwalrus Posted June 26, 2017 Share Posted June 26, 2017 Hi guys! Very helpful post, thank you. I'd like to apply a similar technique to particles - i.e. color them R, G or B depending on their Pop_Stream. But I'd like that to be an extra image plane. I tried the above technique which works great for objects, but not particles? Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted June 27, 2017 Author Share Posted June 27, 2017 It should work fine, just use a bind export in you shader exporting to something like "rgbMatte" and hook up your colour attrib (dosnet have to be named colour, but must be what attrib name you have on your particles). Just make sure you have rgbMatte as one of your AOVs. The biggest problems you will come across are not matching up the names and data types properly, then you get black AOVs. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted June 27, 2017 Share Posted June 27, 2017 Thanks Jordan. I'm actually not using any shader, because I want to use the colors that come right out of POPs... but I assume I can work around that. Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted June 27, 2017 Author Share Posted June 27, 2017 Well even if you "dont" use a shader, one is assigned by default, your colour just overides the diffuse colour of that shader. You might be able get something out of the standard set but its easier to assign a shader and set your AOV outputs inside. I dont think you can get a Cd export by default.... could be wrong Quote Link to comment Share on other sites More sharing options...
cwalrus Posted June 27, 2017 Share Posted June 27, 2017 totally going to give this a try and report back - thanks man Quote Link to comment Share on other sites More sharing options...
cwalrus Posted June 27, 2017 Share Posted June 27, 2017 Hey mate- so it worked, finally! I had to do some tweaking that even I don't understand... But, why can't I just make an attribute called "foo" for a group of particles, and then make a simple AOV that is a white matte for those? Here's the project if anyone wants it: ParticleMultiMatte.hiplc Quote Link to comment Share on other sites More sharing options...
crispyastrologer Posted May 11, 2018 Share Posted May 11, 2018 (edited) On 28/04/2013 at 3:22 PM, anim said: just create export parameter in your shader with name you like for example object_id (and add it to image planes in mantra) then in each of your object create attribute called the same with the same type and assign different value per object what works best is to create Vector4 attribute since then you can have 4 different object groups (red, green, blue, alpha) so {1,0,0,0}, {0,1,0,0}, etc in that case you'll get perfect antialiasing between them as you can separate it per channel in comp to create more object groups just add another variable export like object_id2 etc you can of course export just float variable and assign values like 0, 1, 2, ..., but that will create problems in antialiasing wheire any 2 non neighbour ids overlap (like 0 and 3, since interpolated value will go through 1 and 2) 11 The object ID's are not showing in my pass, I created an attribute, added the parameter in the Principled shader and set the image plane for export. Do you have any idea what am I missing? obj_ID(notWorking).hipnc Edited May 11, 2018 by crispyastrologer Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.