Ah, yes, true, only the Composite AOV Group can be linked to the render target, so you always need to use this node to group all the Composite AOV nodes.
Thanks,
-Juanjo
Moderator: juanjgon
galleon27 wrote:You need to create a Composite AOV Group and plug that into compositeAovs in Render Target. Houdini lets you plug every output to any input but that doesn't really work in Octane. If you use Standalone, you'll notice that you cant plug a Composite AOV node directly into Render Target. It needs to go into Composite AOV Group first.
seriawp wrote:Hello
Gradient tool doesn't work?
Or i doing something wrong?
#define U 0
#define V 1
shader use_uv( int channel = 0 [[string widget = "mapper", string label = "Channel", string options = "U:0|V:1|"]], output color out = 0,)
{
if ( channel == U)
out = color(u, u, u);
else if ( channel == V)
out = color(v, v, v);
}
pxlntwrk wrote:In the AOV Composite node, when we create a new layer all the other layers are moved and renamed ex:
if I have 2 layers (1 and 2), when I create a new layer, it takes the name of layer 1, layer 1 is renamed 2, and layer 2 becomes 3.
Why is the new layer not layer 3?
It's a little confusing
juanjgon wrote:About the layers workflow, I think that Standalone has this same behavior, designed to mimic how other layer-based compositing software adds the new layers always on top.
galleon27 wrote:There seems to be a bug with displacement maps. I've attached screenshots. The one rendered in 2020.1.5 is correct. I also tested it in Standalone. Exported ORBX from both 2020.1.5 and 2020.2.0.1. ORBX from 2020.1.5 renders correctly while the one from 2020.2 is incorrect. I can send you the scene if needed.
Thanks.
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