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Specialized passes: Material ID, Object ID and UV Pass

Specialized passes: Material ID, Object ID and UV Pass

While preparing my next vlog on advanced custom passes, I have blog written by Ash Aiad, From Maya Support team. This provide different ways to create selection masks for compositing. Thanks Ash for your contribution!

Posted: Feb 17, 2009
Views: 20416
Published by: lajoied
Users comments (10)
Posted by intaglio on Sep 03, 2009 at 06:10 PM
i think you left out to specify where i can see the result of a render pass because is not default when you preview render, for that you have to go (in the preview render window) to file / load render pass,
Posted by zeronev on Jun 15, 2009 at 12:30 PM
excellent,this tut is just what I want.
Posted by JuanBernardo on Apr 15, 2009 at 04:10 AM
awesome, simply awsome. Thanks, I can go to sleep now.
Posted by Ash-Man2 on Mar 03, 2009 at 06:17 PM
It worked on my side
try this file
rapidshare.com/files/204829456/custom_Pass.rar.html
Posted by vizije on Mar 03, 2009 at 01:31 PM
Hmm ever tried this with mia X shaders?
My renders keep crashing. I tried material ID and depth ID. I connected mias resault but no way to render in Maya 2009 (64bit).
Any idea?
Posted by lajoied on Feb 27, 2009 at 12:03 AM
Btw, here is a nice plug-in to do Texture remapping... works with Combustion :)
www.revisionfx.com/products/remap/
Posted by lajoied on Feb 26, 2009 at 03:17 AM
if you want to have viewport texture LOD, this might work, but you will need to write a script to "swap" those textures.

As for batch rendering, this functionality is already there. it is call Elliptical Filtering for mental ray and "auto convert to optimized textures".

Basically mental ray for Maya has a user pref that allows to automatically convert all referenced textures into a pyramidal, tile based memory map format, which is being used by mental ray at render time (for example sourceimages/foo.tga, would create a sourceimages/cache/foo.tga.map). during rendering, elliptical filtering will pick the right texture resolution in the optimized texture map and automatically do LOD. Also since the file format is optimized for mental ray, it will only load the tiles required for a given resolution, reducing greatly File I/O and memory consumption.
Posted by jimmysmitts on Feb 26, 2009 at 02:04 AM
@Braden99

you can use an expression for this. basically, if in batch mode, use globeMap10k.jpg else use globeMap1k.jpg.

the mel to find out if you are in batch rendering mode is : about -b
Posted by Braden99 on Feb 21, 2009 at 03:43 AM
Awesome, would have never found out about this rendering style. Very handy indeed for compositing.
In an unrelated question, is it possible to have a shader network that allows an artist to have different textures rendered than in the viewport? Say I have a shader network with a 16k colour channel, 8k spec and transparency, 10k displacement, and 10k normal (this was a world globe). Is it possible to set up a shader network that will display a 2k colour proxy and 2k transparency in the viewport? Obviously Maya can't display the high-resolution textures. I don't want to create a proxy object with proxy textures, because that complicates the scene more (I have already got custom connections/scripts, to connect camera pre-scale to displacement alpha gain and to normal alpha gain + other custom connections to blend between different colour maps. Forget all the details, my question is, is it possible to set up a simple shader with two colour inputs, one to use at render time, and one to use in the viewport?
Posted by brighter.H on Feb 20, 2009 at 02:35 PM
is there any tutorial about the re-texture surfaces during compositing stage?

i think it is must be very interesting
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