Hey everybody,
since there was some confusion with rendering Layer IDs, here is a short howto:
Attribute Editor
Step 1: Make sure your objects geometry type is something different from "Global". So it can be "Scatter", "Movable proxy" or "Reshapable proxy".
OctaneRender Settings
Step 2: Check "Render Layer ID" in the "info passes" tab, to actually render the Render layer IDs.
Step 3: Then select them as a preview pass to display.
Step 4: Finally, make sure Render layers are enabled.
Now all layers are rendered and changing "Active Layer ID" does not change that, like usually.
Result:
Rendering Layer IDs
Moderator: JimStar
"make sure Render layers are enabled" : this is what make it confusing and look like a bug.
Because in Octane render standalone, Render layers don't have to be enabled to output a correct layer ID pass.
And that's the way it should be in octane for Maya too: if your beauty pass only contain one render layer , a layer ID pass is useless obviously.
Hopefully this will be corrected.
In the meantime, the trick to render a useful render layer id pass/beauty pass is to select an empty render layer and inverse it:
Otherwise for a layerID pass only, a simpler way is to use the Info kernel :
Because in Octane render standalone, Render layers don't have to be enabled to output a correct layer ID pass.
And that's the way it should be in octane for Maya too: if your beauty pass only contain one render layer , a layer ID pass is useless obviously.
Hopefully this will be corrected.
In the meantime, the trick to render a useful render layer id pass/beauty pass is to select an empty render layer and inverse it:
Otherwise for a layerID pass only, a simpler way is to use the Info kernel :
Pascal ANDRE
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
Agreed on the usability issue. One of the things to improve for sure!calus wrote:"make sure Render layers are enabled" : this is what make it confusing and look like a bug.
Because in Octane render standalone, Render layers don't have to be enabled to output a correct layer ID pass.
And that's the way it should be in octane for Maya too: if your beauty pass only contain one render layer , a layer ID pass is useless obviously.
Hopefully this will be corrected.
In the meantime, the trick to render a useful render layer id pass/beauty pass is to select an empty render layer and inverse it:
Otherwise for a layerID pass only, a simpler way is to use the Info kernel :
It is my aim to bring the plugin as close to the standalone as possible, as I already could do with the render passes UI.
I tested it again and it does not matter which layer ID is active, when rendering a render layer pass. All render layers are included there.
Using the info kernel is another option!

Please tell, if I miss something,
Kai
"I tested it again and it does not matter which layer ID is active, when rendering a render layer pass. All render layers are included there. "
Yes for sure every render layer is included in the render layer ID pass watever layer is selected, but not in the beauty passes !!!
A render layer ID pass is only usefull with a complete beauty pass not a beauty pass of only one layer, that's the purpose of my TIP (select a empty layer ID + enable "invert" option) it give you at the same time a complete beauty pass and a complete layer ID pass.
But when it will work like in standalone (no need to enable render layer) we won't need this TIP anymore obviously.
Yes for sure every render layer is included in the render layer ID pass watever layer is selected, but not in the beauty passes !!!
A render layer ID pass is only usefull with a complete beauty pass not a beauty pass of only one layer, that's the purpose of my TIP (select a empty layer ID + enable "invert" option) it give you at the same time a complete beauty pass and a complete layer ID pass.
But when it will work like in standalone (no need to enable render layer) we won't need this TIP anymore obviously.
Pascal ANDRE
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
Thanks for the clarification! Makes obviously sense! XDcalus wrote:"I tested it again and it does not matter which layer ID is active, when rendering a render layer pass. All render layers are included there. "
Yes for sure every render layer is included in the render layer ID pass watever layer is selected, but not in the beauty passes !!!
A render layer ID pass is only usefull with a complete beauty pass not a beauty pass of only one layer, that's the purpose of my TIP (select a empty layer ID + enable "invert" option) it give you at the same time a complete beauty pass and a complete layer ID pass.
But when it will work like in standalone (no need to enable render layer) we won't need this TIP anymore obviously.
I'll see what I can do about that checkbox that gives us trouble!
- Jolbertoquini
- Posts: 1067
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Well is good but then is come other troubles...Look this post I did for the guys at the standalone if you are use ID you need a coverage pass and Octane is not able to provide then cause of the way Octane sampling. here the post...viewtopic.php?f=24&t=50487&p=251196&hil ... id#p251196k.a.schubert wrote:Thanks for the clarification! Makes obviously sense! XDcalus wrote:"I tested it again and it does not matter which layer ID is active, when rendering a render layer pass. All render layers are included there. "
Yes for sure every render layer is included in the render layer ID pass watever layer is selected, but not in the beauty passes !!!
A render layer ID pass is only usefull with a complete beauty pass not a beauty pass of only one layer, that's the purpose of my TIP (select a empty layer ID + enable "invert" option) it give you at the same time a complete beauty pass and a complete layer ID pass.
But when it will work like in standalone (no need to enable render layer) we won't need this TIP anymore obviously.
I'll see what I can do about that checkbox that gives us trouble!
I finish to use id from MentalRay and the coverage pass I just try to match a bit the sampling (quite hard) and then I can use Nuke to extract perfect the alphas. of any ID.
Just to add Coverage pass is something a lot companies use in the industry with ID maybe different system aswell today with the DEEP pass example "Cinesite" use a ID with Coverage pass and they use Arnold as render engine and monte carlo type aswell so somehow is possible...with different method.
I still think this method for ID is work only for quick fix but still hard to make work perfect.
Octane Render for Maya.
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I like the look of this, for creating mattes too:
https://www.facebook.com/38689510140878 ... =3&theater
https://www.facebook.com/38689510140878 ... =3&theater
- Jolbertoquini
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yes we do that way before add emission texture without cast illumination and etc... but is not the great when we need a lot of mattes the best way stay the coverage pass provide any colour ID so create any mask with a perfect liaising need create only a Photoshop script or a Nuke on may case and then with 2 renders all ID included, and gives a free choice for compositors...we are still using from MentalRay but yes we prefer have included at Octane of course.prodviz wrote:I like the look of this, for creating mattes too:
https://www.facebook.com/38689510140878 ... =3&theater
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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Join MAYA OCTANE USERS Skype discussion here :
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