An "addon" to my previous post....
I tested AOV too in slim with a layer shader, a Pixar's exemple
https://renderman.pixar.com/forum/showthrea...p;highlight=AOV
but It's not what I seek, because it's a shader layer, not
a "basic" shader like Blinn, Velvet, Skin, SwissArmy (Yet!, for sub-scatt).
The .sl is tweakable will say to me ! but how work the TD ?
I can't believe they spend their times to write AOV !
With a "classic" renderer, some clic and the game is over,
with a "RenderMan" renderer, so many time...with the 3 methods
previously listed. Only mesh_multiOutputs.slim is possible
to use in my "pipeline"...(Thanks Mesh !)...but goodbye SubScatt,
and a kind of useful things...
This the end of my reflection, I have forget somethings ?
My true question is :
How PrMan is used in a production pipeline for manage AOV ?
It won't have maybe an answer, seeking TD's tips is madness,
but I don't work on a single image, do-it-yourselfing is prohibited...
I wait impatiently your opinions on this subject....
Sincerly,
G-Rom.Fx
PS : Sorry for my bad English