Posted by: | ![]() | radcliffe.chris |
Data created: | 28 March 2017 |
Hello! I was trying to create a "Point World Reference Pass" with Ornatrix in Maya 2016. I'm rendering in Vray for Maya, and it seems that the base mesh that I have the hair growing from renders correctly. But the hair doesn't carry the information with it. Is there a node or an update that can be made to address this? Here is an example of it working on a base mesh. http://erwanleroy.com/create-position-reference-pref-pass-in-vray-for-maya/ I've got it working in Yeti, but I was able to create an attribute in my Yeti fur node chain that passes the point world information to the hair geo that is created.
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29 March 2017
#12818 | |
29 March 2017
#12825 | |
Hey Radcliffe, I was able to create a Point World Reference pass following the steps in the link (Thanks for the link, very useful info), in animation and still image, including the hair and the base mesh. Is this the result you are looking for?
In the first step where you have to select the objects for which you want to make a PWorld Pass, make sure you select the hair shape in the hair stack, NOT in the viewport. You don't need any extra node or extra steps. Let me know if this works for you. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
29 March 2017
#12831 | |
Hi! When the sphere moves through space the hair geo should maintain the same colors throughout. As of now the hair renders correctly at the origin, but renders white the further away it moves through space. are you moving the sphere with attached fur through space?
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29 March 2017
#12838 | |
29 March 2017
#12841 | |
I believe so, as long as the fur maintains and renders the same colors as it does at the origin where the texture reference was made. |