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Matte AOVs through Glass Not Appear

Matte AOVs through Glass Not Appear

Anonymous
Not applicable
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5 Replies
Message 1 of 6

Matte AOVs through Glass Not Appear

Anonymous
Not applicable

In this character its build in one mesh with rigging and deformations, have multiples shaders apply with selection components, when i made the Mette AOV in Custom AOV window and do the render, does not appear in the render thought the glass, i was try to do the AOV in render setup window but i can make the material override for shader signed in the part of the mesh, could help me with this, thank you and have a great day

343-screen-shot-2017-10-19-at-24402-am.png

344-screen-shot-2017-10-19-at-24413-am.png

in photoshop i was made manually the rest of the mask, but in a render sequence its not a solution.
here the result
349-screen-shot-2017-10-19-at-24402-pm.png

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Accepted solutions (1)
1,218 Views
5 Replies
  • aovs
Replies (5)
Message 2 of 6

edenexposito
Enthusiast
Enthusiast

Hola Juan, me acabo de tropezar con el mismo problema. ¿encontraste alguna solucion?

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Message 3 of 6

Anonymous
Not applicable

Hola Eden, lamentablemente no encuentro solución y ese problema lo tengo hace un buen tiempo atrás, la única solución es hacer mascaras con rotoscopia en post pero es mucho laburo.

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Message 4 of 6

lee_griggs
Autodesk
Autodesk
Accepted solution

Transmit AOVs are now available in the latest release.

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 5 of 6

Anonymous
Not applicable

Its awesome, finally its available and working, thank you for the tip

404-screen-shot-2017-11-13-at-93629-am.png

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Message 6 of 6

mmlodzienski
Contributor
Contributor

@Lee Griggs hey, I have a follow up to this question. I've enabled transmit AOVs, but it doesn't work for Z depth. Specifically, I have POV shots from inside a vehicle and I'd like to be able to output a working Z pass for compositing. Right now it's fairly useless, as it just renders the depth of the window. Is there a way to add the Z depth to the transmitted AOVs? Or more broadly, a way to exclude those windows from the depth calculations? Or would the solution be to render the DOF in engine?

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