Change the default matte shader

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Is there a way to change the default matte shader that Houdini assigns automatically for objects in the “force matte” mantra list?

I want to make my transparent textures like leafs to hold out my beauty render.

I am trying to use the “vm_matteshader” but I think it doesn't work for PBR.

Thanks in advance.
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Anyone?
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add vm_matteshader property to your object or maybe directly mantra node (maybe even material?)
and assign shader to it you want your object(s) to use during matte shading

EDIT: oh, sorry, didn't notice you were already trying that
Tomas Slancik
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vm_matteshader seems to work for me in any mantra rendering engine
whether attached to Object, Mantra ROP or object's material
only attaching to Camera didn't seem to work
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tamte
vm_matteshader seems to work for me in any mantra rendering engine
whether attached to Object, Mantra ROP or object's material
only attaching to Camera didn't seem to work

Thanks for the feedback Thomas, I will try again and I'll post later the results.

Thanks!
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It really does work I think I was doing something wrong, adding this property on mantra ROP works on global objects it's cool but…
You know what they say, there is always a but :-D

If I want that to work on my trees I don't have an option to change the alpha texture procedurally for each kind of leaf texture so I would have to build a shader for each leaf accordingly and use takes, I hope I am wrong but do you or anyone here knows a better and more efficiently workflow to render those transparent textures hold outs?

I hope I could make sense.
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mzigaib

If I want that to work on my trees I don't have an option to change the alpha texture procedurally for each kind of leaf texture so I would have to build a shader for each leaf accordingly and use takes, I hope I am wrong but do you or anyone here knows a better and more efficiently workflow to render those transparent textures hold outs?

maybe evaluating Of from the shader should be a default matte behaviour (I think volumes do that already), maybe submit an RFE

but as I said you can do it per material as part of properties shader, so each material that requires it will have it's own corresponding matteshader already assigned so it will work, Which should make it easier to manage plenty of different material assignments in your scene
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Thanks again for the feedback.

Yeah you can do it through the properties on each object and make it work but you have to create all the matte shaders and apply it to each individual matte object and you can use takes or you can create each individual geo node for each new matte object, imagine if you have several trees and you have a shot with lots of them, creating the hold outs for them will require a tedious amount of work and time at least is what I think off course I can be wrong.
That's why I was wondering if there is a more efficient way to do it.

Anyway thanks for the help.
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Thanks again for the feedback.

Yeah you can do it through the properties on each object and make it work but you have to create all the matte shaders and apply it to each individual matte object and you can use takes or you can create each individual geo node for each new matte object, imagine if you have several trees and you have a shot with lots of them, creating the hold outs for them will require a tedious amount of work and time at least is what I think off course I can be wrong.
That's why I was wondering if there is a more efficient way to do it.

Anyway thanks for the help.

as I said, do it as per material properties attached through Properties VOP
that way each material will have associated matte shader and then it doesn't matter how many objects you have or how wildly the materials are assigned
Edited by - Nov. 5, 2015 16:54:28
Tomas Slancik
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EDIT: duplicate post
Tomas Slancik
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