Closed ababak closed 7 years ago
Hi Ababak,
Could you confirm some details?
Thanks. There are override mechanisms you can use using user data on objects, but I would hope it wouldn't be necessary.
Hi Jonah,
/root/world/geo/cone:arnoldSurfaceShader, /root/world/geo/teapot:arnoldSurfaceShader
Makes sense. Unfortunately this behavior is to be expected. The naming parsing is a little bit Maya-centric. One nice thing about the AOV shaders paradigm though is that it's a lot more tractable to make a Katana-centric version of Cryptomatte, if someone in the Katana community decided to do it. I had an idea for better parsing of those names, where you specify which delimiter you want to use, so if anybody wants to implement that I think we could have a pretty awesome katana-esque Cryptomatte.
Interesting that KtoA names materials this way though. How does it name them if the same material is assigned to multiple things?
Everything gets named after the first object: /root/world/geo/cone:arnoldSurfaceShader
.
Is it possible to override material names like I did for Arnold 4? I am not sure object-based overrides will help in my case.
Thanks
Unfortunately no, because there's no place to put that override with AOV shaders. Should maybe talk to the KtoA devs about how exported materials get named, if there are better names available that could be used, or alternatively automatically exporting the user data on the objects.
For anyone else finding this, @ababak is using a workaround involving an AttributeScript that applies crypto_material, crypto_object and crypto_asset attributes. And about a real solution in KtoA itself, I would stay tuned.
I had the same problem with previous alShaders but there was a crypto_material_override option in alSurface node that solved an issue (I had to copy material name there). Now I can't find how to differentiate the materials.
Thanks