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Dirt AO Pass - VrayExtraTexture

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  • Dirt AO Pass - VrayExtraTexture

    This is not a major issue, but I just wonder why the Vray ExtraTexture does not keep the name set in the passes setup?

    I can rename it to what ever i want, but in the resulting EXR the name falls back to default and some number...

    so in the pass setup I name the extratexture with e.g. AO for ambient occlusion. After rendering in the exr its back to vrayextratexture_#### something...

    thx for the info in advance.

  • #2
    There's a checkbox called "auto update name". You need to toggle it off. I am puzzled about why is it enabled by default. It has caused me and many of my friends so many headaches already :/

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    • #3
      That actually works fine here even with auto update name is ON, or maybe I am doing something wrong:
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      • #4
        Render into multichanel EXR and open it in e.g. Fusion - check the chanels for RGB options

        Click image for larger version

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        Last edited by o-v; 10-05-2016, 03:22 AM.

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        • #5
          Normally vray will name the extra tex based on the name of the map put into the slot so if you make your dirt map in your material editor, name the map "ao" then add your extratex element and drag and drop that map into it, choosing instance. Your element should come out as "VrayExtratex_ao" in your render.

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          • #6
            That's correct, but I doubt it is by design. Acutally I want to get rid of the VrayExtratex to keep the names short...

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            • #7
              Sure - I do the same thing since it just makes paths longer. I use a wee maxscript to trim off the filenames since I render an exr sequence per element rather than embedded everything in a single exr per frame.

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