Tag Archives: arnold renderer

Therenderblog custom python tools panel


Some readers of this blog asked me to share a custom panel that I use in maya, so I have cleaned it a bit and removed some scripts that I only use in my particular workflow. Feel free to download and use it in your own way, add more scripts that you have floating around in your shelfs or build your own.
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Creating ID/mask passes using python based on selection sets


Creating masks/id passes it’s really simple, but when working on a scene last week I needed to make id passes based on selections and didn’t want to mess with render layers. So every set of objects would have a different ID pass. Also, just wanted to have full red, green and blue colors, because that makes more easy to mask by channel in photoshop or nuke, instead of having arbitrary colors that you might get with default id passes/shaders. So in this post I am going to show you how I used python to automate the process.

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Loading render passes/aov’s inside maya renderview with python

load aovs maya python

One of the nice features of vray is the ability to load the different render passes inside the vray framebuffer in maya. This give us the option to troubleshoot for example the aliasing issues like noise and such. Lately I have been working mostly with arnold and wanted to add this feature. In this post I am going to share how I did it, using python.

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Adding texture detail with noise shaders in maya


I am working in this old-looking scene where I need too add some dirt/moss. Most of the textures are done in photoshop where I add all the details needed, but in some objects it would be less efficient doing that way, which requires some sort of uv editing and hand painting the details in a way that “looks good”. So instead of that we can use procedual shaders/nodes to mix some tileable textures untill we get a decent result.

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Clay render with ambient occlusion, wireframe and specular


Turntables, wireframe renders or even playbasts are some of the possible ways to show your work in a breakdown. Everyone has their own way to do it. In this post I am going to show you my aproach, which consists of combining ambient occlusion, wireframe and the clay base grey-ish shader.

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