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Maya paint fx vray material id pass
Maya paint fx vray material id pass




maya paint fx vray material id pass

Add full root object name – The proxy file location, the dag path and the sub object name(s) (e.g.

maya paint fx vray material id pass

MeshName.abc/ObjectName) is added to the manifest. Add short root object name – The dag path and the sub object name(s) (e.g. Sub object name only – Only the name of the sub object(s) (e.g. Sub object name mode – Specifies what information about the sub object names goes into the Cryptomatte manifest. User attribute name – Specifies a user-defined attribute for creating ID mattes when ID type is set to V-Ray user attribute. The default value of 6 is normally enough for most cases. If multiple objects intersect at a single pixel, higher-order elements will contain non-zero results. Num levels – Specifies the number of levels for the render element, which determines the number of objects that can be distinguished per pixel. The recommended workflow in this case is to use a separate Cryptomatte render element with Node name ID type and mask the instances in compositing. It will produce the same mask for the same sub object for all its instances. If a proxy is instanced in Maya, the Sub object name ID type will not distinguish between the instances. This type produces masks for V-Ray Proxy objects only - regular geometry is not included in this cryptomatte layer. This option works by getting IDs from within the vrayProxy node by creating a mask for each sub-object of the proxy (.abc and. Sub object name – Creates separate mattes for each individual object within a V-Ray Proxy, when the proxy file contains more than one objects. Note: This does not create mattes based on Maya Assets, only file references. Asset (reference scene) name – Creates mattes based on Maya References made within the scene.

maya paint fx vray material id pass

V-Ray user attribute – Creates mattes with objects that include the V-Ray User Attribute specified in the User attribute name field. Node name with hierarchy – Creates mattes by node names and takes the node hierarchy into account for linked or grouped objects. Material name – Creates mattes based on the materials in the scene. Node name – Creates mattes by node names. ID type – Specifies how the ID mattes are determined. The only minor airbrushing is applied to the hair and feathers, and a couple small composite mask bleeds around the rock.Enabled – When enabled, the render element appears in the V-Ray frame buffer.įilename suffix – The text added to the end of the rendered file, when saved as a separate file (e.g. Final renders we created in Maya Mental Ray and composites in Photoshop.

maya paint fx vray material id pass

Textures were started in Photoshop and finished in Zbrush and Cinema 4D Body Paint and are all hand painted. The models were started in Maya and finished in Zbrush. I decided I finally wanted to wrap up this project so I spent a week wrapping it up and putting together renders for this composite. It took me down some rabbit holes between not having a strong enough computer to complete the sculpt at one point, obsessing over color detail from all angles thinking about maybe a 3D print or animated poster which lead to wanting to attempt a real hair sim (which ended up being a deep deep rabbit hole, but I settled on a sculpt with a little paint over in the final image here). It’s always been my experimental piece so a lot of the stuff on here I hadn’t tried before at the time. Ihave no idea how long I ever actually spent on it but probably way too long. I started this project a long long time ago and have worked on it on and off. I wanted this image to fall somewhere between surreal and realistic much like the character and comic do, so hopefully it achieves this. The Maxx is a very abstract character that changes form quite a bit from image to image, but this my culmination of the character existing in the Outback of Pangaea.






Maya paint fx vray material id pass