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
Use Background Shader equivalent
Moderator: JimStar
- ricoholmes
- 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.)
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.
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