![]() ![]() Once you have your volume scatter broken out you can use useful nodes like grades and Hue Shifts to recolor or achiver effects like turning a light on and off with a dim function. In effect this method subtracts your combined AOV passes from your beauty pass, leaving behind only the volume scatter. All you have to do is combine your standard AOV passes which as it turns out by default do not account for the scatter, then use a merge function with your full beauty pass as the A pipe, and your combined AOV passes as you B pipe with a "Minus" function. ![]() The second method is great if you did not remember to break out your scatter with a render layer. All you have to do is build your scene with scatter to your liking, then create a separate render layer and activate the "Matte" function in all of your Ai_Standard shaders, and render your render layers accordingly. Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Mayas standard interface. It uses the Open Shading Language to define the materials and textures. ![]() The first being the old faithful render layers, and layer overrides with Mattes. Arnold for Maya is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects. There are however two ways to isolate your scatter for further manipulation in Nuke. As of the creation of this video Arnold MtoA is in Release Candidate 3, and there is no dedicated AOV pass for breaking out volumetric scatter fog nor will there be by the release of 1.0. The Opaque option on the object’s form node must be deactivated in order to make that shader render transparent with Arnold in Maya. In this video we will cover how to create volumetric scatter fog with Arnold for Maya, and how to comp it in Nuke 8. Choose an aiStandardSurface Shader to the desired object. ![]()
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