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Hi,
If you want to do this :
- multimatte for a group of objects
- multimatte for a sub objects of the group
You can use "user attibutes" with extraTex renderElement to output your "multimatte mask" (and not object ID), because user attributes can have multiple hierarchy, and object ID can not.
you can also create an object property with id-override, assign your objects/groups/locators to them. your object properties are then "groupable" within selection sets. hm... but this does not sound very helpful for your problem...
... if a transform node is assigned to a property, its children can also be assigned to another object property with another id for example...
just add a vray ID to the selection set and add all the objects to that set...
the object itself should keep there own IDs...
so you would be able to assign a character the ID 1 via the set...
and assign all the deforming parts to an other ID with a second set...
and all metal parts the ID via the material or a third set...
just add a vray ID to the selection set and add all the objects to that set...
the object itself should keep there own IDs...
so you would be able to assign a character the ID 1 via the set...
and assign all the deforming parts to an other ID with a second set...
and all metal parts the ID via the material or a third set...
"user attibutes" work with hierarchy, objectID not.
If you want to manage all, you can create an UI in QT. This is not very difficult for someone that know how to script.
What about using inclusive selection sets within ExtaTex RE?
You may create different ExtraTex RE for each hierarchical level then for each RE assign maya selection set as inclusive set.
Each selection set should contain the corresponding hierarchical group.
This setup works with individual objects as well.
Instead selecting hierarchical group you could select individual objects as inclusive set for ExtraTex element.
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