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I'm working with ShaderFX to create custom animated textures. I've made a set of nodes that outputs animated RGB and Grayscale values. I would like to pass the results of these nodes back into Maya to connect to a set of Redshift or Arnold shaders for rendering with raytracing.
My goal is to use ShaderFX/hardware rendering as a sort of previz tool for shader development and pass the results back to Redshift or Arnold for the production renders. Is it possible to make certain channels from ShaderFX visible to Maya? I see that you can "Expose" certain incoming values (ex. float, color, bool, etc.) but not outgoing ones.
Maybe another way to access the outgoing results would be to save the ShaderFX graph as custom code (GLSL, HLSL, etc.) and then re-import into Maya, perhaps through a script? How would this be done?
Cheers!
Solved! Go to Solution.