Another simple thing, which I always forget.
The most common crypto attribute I use is crypto_asset.
It seems to work best assigned at primitive level. So - in a primitive wrangle for example -
s@crypto_asset="poop"+itoa(@primnum);
The next part is to create an Arnold Shader Network, call it something like "CRYPTO"
Inside this, make an AOV Output node. Create a cryptomatte node and hook this up to the aov_shader input. You may need to create a user_data_string with "crypto_asset" and plug that into the "crypto_asset" input of the cryptomatte node.
The last bit, is in the Arnold ROP you're using. In the AOV section, where it says "AOV Shaders", point it to they CRYPTO shop you made earlier - /shop/CRYPTO
then add a new AOV and select "crypto_asset" from the list.
Hopefully this works!
Crypto_object is used when things are in different Houdini Objects... it isn't something that I usually do though..
Showing posts with label aov. Show all posts
Showing posts with label aov. Show all posts
Wednesday, 12 February 2020
Friday, 6 September 2019
seperated AOVs eg(z depth at 32 bit)
Half precision and 32 bit for z depth
16 bit half precision but utility passes in 32 bit.
- on your AOV, tick Separate File
- set the filepath to the same location as your beauty render but with the name of the pass suffixed, e.g. for the Z depth it might be: _$HIP/../../render/$OS/$HIPNAME/`$OS`_Z.$F4.exr_
- set Precision to 'Float 32 bit'
- set the filepath to the same location as your beauty render but with the name of the pass suffixed, e.g. for the Z depth it might be: _$HIP/../../render/$OS/$HIPNAME/`$OS`_Z.$F4.exr_
- set Precision to 'Float 32 bit'
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