Sg = ts(n='%s_sg' % obj, renderable=True, noSurfaceShader=True, empty=True)Ĭmds.setAttr('%s.color' % shd, r, r, r, type='double3')Ĭmds.connectAttr('%s.outColor' % shd, '%s.surfaceShader' % sg, f=True)Ģ. Shd = cmds.shadingNode(' lambert', asShader=True, n='%s_lmb' % obj) Here is some simple Python code, which creates a Lambert material per object and sets a random color: One very simple (and dirty) way would be to assign a material per object. But MR was able to render quite sophisticated id passes in this matter 20 years back in time. It's not as straightforward as we are used to with most renderers nowadays. Well, for sure there are several ways to do this. Maya Arnold Batch Render Animation Problem Issue 1.Maya Arnold Batch Render Animation Issue 2.Arnold Rendering Issue - Output driver 1 for AOV "RGBA" is null 2.
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