Custom AOVs with Principled Shader Workflow

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Hello,

I was wondering what an appropriate shader workflow would be for custom AOVs (from shader not primvars) when not using MaterialX.

I can use a bind VOP to export any shader derived data when I build inside a Material Builder but is it possible to have a similar workflow as with the MaterialX dot node when making MatX shader networks outside of a builder? This isn't possible with 'bind' at that level as multiple binds with the same name have the usual issues, also it doesn't work when using the complied Principle Shader.

Cheers,

j
Edited by protean - June 29, 2023 06:55:41
john @ goodbyekansas
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