Use Background Shader equivalent

Autodesk Maya (Plugin developed by JimStar)

Moderator: JimStar

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Craig3d
Licensed Customer
Posts: 14
Joined: Wed Aug 05, 2015 6:53 am

Hi Guys I forgot to ask 2 questions in the last post.

Im running maya 2016 with the latest Octane Plugin.

I have searched for this in the forum.

Do we have a Use Background Shader equivalent (eg. shadow matte) ?

Can Octane subdivide my mesh at render time?

Kind Regards
Craig3d
Licensed Customer
Posts: 14
Joined: Wed Aug 05, 2015 6:53 am

ok cool.

I see that you just need to enable Matte on the diffuse material to get the matte :)

Any ides on the subdividing?

Thanks again
Wenneker
Licensed Customer
Posts: 111
Joined: Mon Jun 02, 2014 4:12 pm

Yes it can. It is on the shape node just below where you select how you want it to render (movable proxy, full or deformable)
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
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g0ll4m
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Posts: 110
Joined: Sun Oct 06, 2013 9:15 pm

Don't get as excited as I did. Matte is not what you think. It still picks up shadow from those objects. It's not the matte that you and I are looking for.
Windows 10
Maya 2024.2
2 RTX 4090s 192 gb ram
Wenneker
Licensed Customer
Posts: 111
Joined: Mon Jun 02, 2014 4:12 pm

I would like something that works as the diffuse matte option but with a glossy material. I want to be able to get the reflections of an object on an invisible plane.
What are you looking for?
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
ricoholmes
Licensed Customer
Posts: 12
Joined: Mon Sep 21, 2015 6:29 am

Yup, the excitement was pretty much instantly deflated here too. Relatively new to Octane (from VRay ) and banging my head on the wall trying to knock out clean mattes (ie without shadows.)
Wenneker
Licensed Customer
Posts: 111
Joined: Mon Jun 02, 2014 4:12 pm

aah right If I understand you want to use these for masking and you're looking for an equivalent of the multi-matte pass in vray?
This to me isn't such a big, most of the time a separate render with just surface-shaders / light materials renders fast enough. Although I would think this shouldn't be to hard to implement. Since it's already rendering an object pass material-id's shouldn't be to different. If only you could render only selected objects/materials to a pass to avoid aliasing problems.
Win 7 x64 | i7-4930 | 64gb | 4x gtx 780Ti 3gb
Craig3d
Licensed Customer
Posts: 14
Joined: Wed Aug 05, 2015 6:53 am

Hey guys. Thanks for all the info. Its really helping with the transition.
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