Thanks! I tried it in a new scene and got it working just fine.
Then I tried it in my production scene, and I get this error for each object in the scene:

mantra: Variable wallMatte (vector) not found for export in shader 'op:/obj/eyesRender/shopnet1/eyeOutside'

What does that mean?
I didn't get this shit in my test scene?
The matte renders, but I don't want to just ignore this error!

Thanks for all the input guys!
G
On 16/06/2015 16:45, Cristobal Infante wrote:
In regards to your after effects question, I think there is a plugin that allows you to extract buffers.

To get additional buffers, you need to create an attribute and then call it from inside the shader with a Bind.
If it's not inside the shader it will not show on the final render.

If this is not clear, have a look at this video:

https://vimeo.com/98484834








On 16 June 2015 at 15:36, Gerbrand Nel <[email protected] <mailto:[email protected]>> wrote:

    Hey guys.
    I'm getting to the rendering part of this job, and have found
    image planes in mantra.
    They seem really cool, but I've hit a few snags.

    First of all, They seem to render into either one big EXR file, or
    into multiple exr files, but each image plane goes into its own
    exr channel.
    This makes them pretty useless in afterfx.
    Is there a way to get them to render like frame buffers in
    softimage, where each channel goes into its own exr, but not into
    some obscure channel within that exr.
    Alternatively, do you guys know of a fast way to export these
    channels into the rgba channels of a new exr?

    Second question.
    In softimage I used frame buffers to render mattes for objects in
    my scene.
    Can this be done with image planes?
    I tried creating a color parameter in my shader, and then calling
    that as a new image plane, but I just got a black frame and errors.
    Thanks for reading guys
    G



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