11/12/2022 0 Comments Vray for maya![]() However, one of the other artists here has shown me how he does it and it requires that all geometry is moved into the positive X-Z quadrant of world space, where it has all its transforms zeroed out. PointObj reference is also possible, so that it would handle deformation, however I’m not a fan of P passes in object space because 2 completely different objects may have the same coordinates relative to their pivot. PointObj can be used in a similar fashion for non deforming geometry as it gives the position relative to the pivot point rather than the scene’s origin. Nope, PointObj refers to the position in object space rather than world space. In the case where you actually froze the animation at a certain frame, both PWorld and PRefWorld would look similar on that frame (because Rendered object and Ref object overlap at that frame). What I mean by that is that you need to create the texture reference object at a certain frame (or could be in a T-pose), and that the position data will be driven by the reference object’s position rather than the rendered object’s position. However, the rendered pass is then correct with any animation and doesn’t require the creation of a texture reference object as per your approach.įirst of all, you say “…pick a frame where both the Pref and Pworld will be similar.” What does that mean, and how do you identify which frames will be similar? ![]() ![]() This pre-dates me, but appears (at least to me) to give the same result as the left hand example of your jumping rabbit. of the Sampler Info node to the extraTex? Secondly, is the technique here the same as connecting the pointObj attr. First of all, you say “…pick a frame where both the Pref and Pworld will be similar.” What does that mean, and how do you identify which frames will be similar? Thanks for posting this - sounds like this pass confuses a lot of us, especially if (like me) your comping skills aren’t quite advanced to the level of using these types of passes. ![]() Thanks to SHVFS and Shawn Tilling for letting me use their Rabbit Character for this Tutorial, it wouldn’t have been the same with my Spheres.Īnimation was done as an animation assignment by student Desmond Jin. You may now close the connection editor and render your animation.ĭon’t forget to set your rendering to EXR multichannel if you want to make full use of these extra passes. In the Connection Editor that opens, Click vrayPointWorldReference on the left, and vray_texture_extratex on the right. If you did it right, a Connection Editor will open. Make sure you drop it onto the Label of the Texture input. ![]() In the Hypershade, middle click the SamplerInfo node and drop it onto the Texture Input of the render element. Now for the slightly delicate operation: Select the previously created Render Element to open its attribute Editor. With that node selected, in the Attribute editor, enable “Attributes > Vray > Additional outputs”. In the HyperShade, create a single SamplerInfo node. You might as well rename the render element for clarity. Then in the properties of the render element, disable “Consider for Anti-Aliasing” and set the Explicit Channel name to whatever you would like your channel to be named (how it will show in Nuke). Then we need to create a Vray Extra Tex render Element (In render Settings): Notice the wireframe representing our reference objects are not animated while we playback the animation. ![]()
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