In the alShaders for Arnold the alSurface shader has 8 custom ID slots with matching aovs/render elements that can be used for any number of things like rgb mattes, custom textures, occlusion aso on a per shader basis and it's a invaluable feature that's missing from the
V-Ray alShader implementation.
So my question is basically if there's a way to achieve the same thing in V-Ray?
What I'm looking for is a way to on a per shader basis connect or link to a bunch of hand painted textures/masks that then get's rendered out to custom elements. For example ID1 is a texture that's painted to mask the inside of the mouth on shaderA, ID2 is a mask for any "dirt" on shaderA
while ID6 is is a painted RGB matte for different sections of the body on both shaderA and B. ie per shader masks that can't be achieved through object ID or multi mattes.
The only options I've found that's going in the right direction seems to be "Material ID" or "Extra tex" but they are severely limited as "extra tex" assigns the same texture to all objects in the "include" list and not different textures on a per shader basis
and "Material ID" seems limited to 1 texture per shader making it unusable in this case.
Is it perhaps possible to have multiple "Extra tex" elements write to the same "name" ?, so that I in principle could create one "Extra tex" per shader and ID.
Any type of workflow to solve this issues would be highly appreciated as I'm guessing that it's going to be a while until a "proper" alShader with all the bells and whistles is implemented in V-Ray.
V-Ray alShader implementation.
So my question is basically if there's a way to achieve the same thing in V-Ray?
What I'm looking for is a way to on a per shader basis connect or link to a bunch of hand painted textures/masks that then get's rendered out to custom elements. For example ID1 is a texture that's painted to mask the inside of the mouth on shaderA, ID2 is a mask for any "dirt" on shaderA
while ID6 is is a painted RGB matte for different sections of the body on both shaderA and B. ie per shader masks that can't be achieved through object ID or multi mattes.
The only options I've found that's going in the right direction seems to be "Material ID" or "Extra tex" but they are severely limited as "extra tex" assigns the same texture to all objects in the "include" list and not different textures on a per shader basis
and "Material ID" seems limited to 1 texture per shader making it unusable in this case.
Is it perhaps possible to have multiple "Extra tex" elements write to the same "name" ?, so that I in principle could create one "Extra tex" per shader and ID.
Any type of workflow to solve this issues would be highly appreciated as I'm guessing that it's going to be a while until a "proper" alShader with all the bells and whistles is implemented in V-Ray.
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