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ID pass mapping

Posted: Wed Jan 11, 2012 4:21 pm
by inefecto
Is there's a way to create a Maya "Surface shader" equivalent in maxwell I can assign on a different render layer ?
"Surface shader" = flat uniform color, no lighting / shadows / bounce effect (called also "Constant shader" in Softimage).

In fact I had to map différent id color on a surface I can't split and no way to map a texture file in the "Material ID Color".

Re: ID pass mapping

Posted: Fri Jan 13, 2012 5:37 am
by rusteberg
If your using Maya, why not switch to default in your scene and create the pass you are looking for with (backup?) default shaders. I don't work much in Maya but have taken the same approach through Max using diffuse shader.

For instance, when motion blur was adding volumes of time to frames for scenes, I would render a separate Max velocity pass and then comp it later in post.

It sounds like you're asking one program to do what another one does that you're used to using. There's no reason not to use them both through a third party if you can get away with it.

At some point you have to exploit your opportunities and work with what's given to you.