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Rendering with Arnold in Maya using the MtoA plug-in.
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create pref pass without texture reference object

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Message 1 of 3
Anonymous
791 Views, 2 Replies

create pref pass without texture reference object

I'm looking into a way of creating a pref pass without using a texture reference object, so just a way of saying something like "use the position at frame 101" for instance, or loading the character in T pose and use that as a base for transferring the pref output...any idea?

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Stephen.Blair
in reply to: Anonymous

You would have to put some varying POINT user data on the mesh, with the name "Pref" (eg mtoa_varying_Pref)

That would take some scripting.

Or you can just create the Texture Reference Object on frame 101, and MtoA will use that



// Stephen Blair
// Arnold Renderer Support
Message 3 of 3
Anonymous
in reply to: Anonymous

Hey Stephen

creating the tex ref object on frame 101 is what we're doing and it works, what I really like to do is creating an attribute on the model so this will go through the pipeline and each shot will be consistent...

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