LC #42 Pipers Alley

View Full Version : uv channel pass?

08-04-2010, 12:59 PM
hi, im using maya 2011 64bit,
I would like to know if there is any way of rendering a uv channel in a separate in post i can change the texture or something similar to it.

08-04-2010, 03:26 PM
I don't think anything like that exists. I'm working on something now that has something similar but it's a combination of geometry and rendering passes in Nuke. The geometry has the diffuse page of a blank magazine mapped onto it (multiplied by the diffuse image on the geometry) and then the reflections (add) and the ground (below) are comped in. It was designed so I could make these magazine pages easily changeable without having to re-render stuff in Maxwell:

08-04-2010, 04:07 PM
here it is

08-04-2010, 05:01 PM
Also, you can create UV shader.

How to render it- deppend on pass output method that you use.
For standart maya MR passes you can create separate render layer, and assign shader to all objects.
Do not forget that this pass should be 32 bit.

08-06-2010, 08:07 AM
hey folks thanks for the reply,, was very useful indeed. thanks again.. :)

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08-06-2010, 08:07 AM
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