maverickpixel wrote:any chance you want to reveal how it was fixed?
The
MaterialID pass works out of the box.
The
ObjectID pass, on the other hand, doesn't make any sense
, it has a very convoluted usage.
To make it work, you have to : For all shapes in the scene, change the "octane:
geometry type" to something else than "
global".
For all shapes in the scene, change the "octane:
layer ID" to "
2".
In render settings/render layers/ enable "
enable layer" and put "
active layer ID" to "
2".
Obviously to see the pass you have to enable it and choose it in "preview pass".
Yes object ID pass have nothing to do with octane render layers but that's the awkward Maya way
,
also the render layer ID 1 is reserved for "Global" geometry type.
Actually, everything in the Maya plugin promote the use of the
"Global" geometry type,
which can make sense, if you render still picture and don't need any of the Octane advanced features, it renders quicker.
But for the Maya plugin, this was really a poor choice from Jimstar ,
as Maya is a sophisticated animation software, this use case is uncommon and makes usual Maya workflows extremely convoluted with Octane...
I guess this is going to change with one of the next Kai's release, with the new "geometry collector" system.