Wondering if anyone knows how to create an AOV from an attribute that comes from sopcreate. I'm using renderman but would be curious for karma as well. Basically, the only way I know how to do this is through a material library with pxrprimvar/pxrattribute that outputs to pxrtee, and adding a rendervar for that named AOV. But the issue is that material needs to be applied for this to work. Instead, is there a way to grab the attribute straight from the geo or primitive, to be used as an AOV? Whether its Cd, mask, etc. or do AOVs simply need to be done through shading?
If it is only through shading maybe a 'dummy' material or something could be applied in a way that doesn't override existing materials and also has no need to edit multiple materials to get an overall effect on multiple geo that makes up a single object. Anyway, thanks for any help!
Create AOV from Attribute
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- tamte
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assuming you are importing attributes as primvars
then set Source Type on Render Var LOP to Primvar, Source Name to its name (without "primvar:" prefix) and correct Format
just remeber that some attributes are automatically reamed on import like Cd->displayColor, ... so doublecheck what primvars your mesh contains on stage
then set Source Type on Render Var LOP to Primvar, Source Name to its name (without "primvar:" prefix) and correct Format
just remeber that some attributes are automatically reamed on import like Cd->displayColor, ... so doublecheck what primvars your mesh contains on stage
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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