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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Custom AOV per Vertex Color

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Message 1 of 11
edenexposito
1045 Views, 10 Replies

Custom AOV per Vertex Color

Hello,

I want to create a custom AOV per Vertex Color, but I don't know if this is possible by now...

In next screenshot shield colors: red, green and blue are assigned by Vertex Color tag. It would be great If It's possible to create a custom AOV by color. By now I can add a new material by selection tag and use cryptomatte, but If I want to change something I need change (or reassign) these new materials.

With AOV per Vertex Color all will be cleaner...

Anyone know a better option?

1205-vertex.png

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10 REPLIES 10
Message 2 of 11
Anonymous
in reply to: edenexposito

Try this
Create 03 custom avo, name them : red, green, blue
Create 03 userDataColor name them : red, green , blue
connect each userDataColor to the corresponding custom aov (userDataColor red to custom avov red )
add your cryptomatte aov
Hope this help

Message 3 of 11
edenexposito
in reply to: edenexposito

Seems that not work...

I see red AOV all black...

Colors are applied to object by "Vertex Color" tag...

1211-red2.png

1210-red.png

Message 4 of 11
Anonymous
in reply to: edenexposito

Try to replicate this setup in c4D, it should work, arnold is the same.

1212-cpv-aov-setup.jpg

1213-cpv-aov-blue.jpg

1214-cpv-aov-red.jpg

1215-cpv-aov-green.jpg

Message 5 of 11
Anonymous
in reply to: edenexposito

Forgot to mention that you have to check "Export vertex Color"

Message 6 of 11
edenexposito
in reply to: edenexposito

Thanks for your response,

Seems that "Export vertex color" is not available in C4toA and due that (I think) that C4D is not passing that info to Arnold...

Vertex Color seems to be a new feature in C4D R19 and is not the same tag that "Vertex Map", maybe a developer like @Peter Horvath can give us more info about that..

1216-export.png

Message 7 of 11

The Vertex Color tag is supported as well, just create a Vertex Map shader, drag & drop the Vertex Color Tag and connect it to an aov_write_rgb shader.

Message 8 of 11
Anonymous
in reply to: edenexposito

Here is it
cpv.zip
But I'm not using aov_write_rgb

Message 9 of 11
edenexposito
in reply to: edenexposito

Thanks for your responses

Rachid, you use 3 vertex color tag, I need use only one because when I try to use vertex map in Substance Painter to generate ID map I only get info stored in first vertex map tag.

1226-id.png

With Peter solution I can use vertex color in shader, the problem now is how to isolate every color to generate a clean mask and then assign it to AOV (this is not problem)

You can see a better explanation in this threat https://answers.arnoldrenderer.com/questions/4276/isolate-color-to-mask.html

Thanks

Message 10 of 11
Anonymous
in reply to: edenexposito

In this case why don't you just use per face assignment !
For each selection assign a flat Shader with appropriate color
Llike flat shader with red color connected to aov_write_ rgb an so on..you end up with 03 separated color, I did a test and all work fine, except the beauty ( you have to render it separately)

here is a test scene separatedcolor.zip

Message 11 of 11
edenexposito
in reply to: edenexposito

Finally I solve using multiple vertex color tags (RGB) per faces selection and aov_write_rgb.

Thanks for your help!

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