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jj80
08-23-2006, 01:35 AM
Before I wait until I've learned how to program C and write mental ray shaders myself, I thought I'd ask if someone else has managed to solve this issue ;)

Basically, I'd like to render an openEXR which has a seperate (alpha) channel for each miLabel tagged object. Sort of similar to RPF gBuffers.

So far I've tried the p_exr_saver shader to write out the label pass into an EXR, but for some reason it only saves the same alpha info for all tagged objects into the same channel, so that one can't seperate them anymore in post. If I am writing out a seperate File using the framebuffer > file option, mental ray assigns each object a different color, which will eventually make it unusable in comp.


Any input is highly appreciated and I think a lot of people would benefit from a solution to this problem !

cheers,

Jens

Puppet|
08-23-2006, 08:06 AM
Maya don't export any labels by default and you should manually assign it to objects.
Use this mel command for adding miLabel to you object:
addAttr -ln miLabel -at long nurbsSphere1;
After this open your nurbsSphere1 AE and Extra Attributes layout and enter any value to Mi Label field.

jj80
08-23-2006, 09:06 AM
Hey dude,

thanks for answering!

That's exactly what I have done... and I am getting the attached results. But the line between the objects makes it sort of unusable for compositing, or am I missing something ? Having a seperate alpha for each object as a seperate channel in an open exr would be the nicest solution I think ?
I might be missing an obvious point here ?

jj80
08-23-2006, 09:07 AM
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