![]() The Matte Pass gives me just one ID (in this case its just. ![]() Just IDs in the shading group or just ids in the material. ![]() D:/Assets/MeshName.abc/ObjectName) are added to the manifest. Material 2 Silver (id 2 Green) 1 BlendMaterial (no id) 1 Blend texture (some Ornaments and used as displacement) Both materials have a material ID, in the shader and in the shading group. Add full root object name – The proxy file location, the dag path and the sub object name(s) (e.g. MeshName.abc/ObjectName) is added to the manifest. Add short root object name – The dag path and the sub object name(s) (e.g. Sub object name only – Only the name of the sub object(s) (e.g. Sub object name mode – Specifies what information about the sub object names goes into the Cryptomatte manifest. User attribute name – Specifies a user-defined attribute for creating ID mattes when ID type is set to V-Ray user attribute. The default value of 6 is normally enough for most cases. If multiple objects intersect at a single pixel, higher-order elements will contain non-zero results. Num levels – Specifies the number of levels for the render element, which determines the number of objects that can be distinguished per pixel. The recommended workflow in this case is to use a separate Cryptomatte render element with Node name ID type and mask the instances in compositing. It will produce the same mask for the same sub object for all its instances. If a proxy is instanced in Maya, the Sub object name ID type will not distinguish between the instances. This type produces masks for V-Ray Proxy objects only - regular geometry is not included in this cryptomatte layer. This option works by getting IDs from within the vrayProxy node by creating a mask for each sub-object of the proxy (.abc and. Sub object name – Creates separate mattes for each individual object within a V-Ray Proxy, when the proxy file contains more than one objects. Note: This does not create mattes based on Maya Assets, only file references. Asset (reference scene) name – Creates mattes based on Maya References made within the scene. V-Ray user attribute – Creates mattes with objects that include the V-Ray User Attribute specified in the User attribute name field. Node name with hierarchy – Creates mattes by node names and takes the node hierarchy into account for linked or grouped objects. ![]() Material name – Creates mattes based on the materials in the scene. Node name – Creates mattes by node names. ID type – Specifies how the ID mattes are determined. This tutorial is in two parts and is quite lengthy coming in at around an hour – I noticed that there are parts of part two that have the microphone cut out (I am sure that will be fixed soon) but you are still able to make out what is going on by watching.Enabled – When enabled, the render element appears in the V-Ray frame buffer.įilename suffix – The text added to the end of the rendered file, when saved as a separate file (e.g. Sameer actually uses a graphic floral element as reference and creates curves based on that image, so it’s more than just creating and animating a randomly created paint FX stroke. I must say that I fin this to be a really clever way to get motion graphic elements by using Paint FX to animate the element as if it were being created or drawn on. This technique is very helpful for creating elements like floral designs, vector graphics, jewel elements, some thing like action essentials in After effects, abstract designs etc. …In this tutorial I am showing a special use of Maya paint fx. Check out the post and Tutorial for Creating Animated Motion Graphics Elements in Maya Using PaintFX here. Sameer creates and animates a floral type of element in Maya using PaintFX strokes and even converts everything to render the final piece with Mental Ray. FermiCG returns with a look at using Maya Paint FX for motion graphics type of work. ![]()
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