Material ID through glass?

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Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Material ID through glass?

Postby Dingbat » Sat May 01, 2021 5:54 pm

Dingbat Sat May 01, 2021 5:54 pm
is there a way to get the Material ID pass to be visible through glass?
Dingbat
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Re: Material ID through glass?

Postby face_off » Sat May 01, 2021 9:26 pm

face_off Sat May 01, 2021 9:26 pm
I am not sure. I suggest asking in the Octane Standalone 2020.2.3 release thread.

Thanks

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Re: Material ID through glass?

Postby Dingbat » Tue Jun 22, 2021 8:29 pm

Dingbat Tue Jun 22, 2021 8:29 pm
looks like this is doable now - see here about 2/3 down:

viewtopic.php?f=33&t=77764

does anyone know how to set up the AOV?

i've had a look at the scene Otoy provided but don't really understand Octane nodes :/
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Re: Material ID through glass?

Postby funk » Tue Jun 22, 2021 9:17 pm

funk Tue Jun 22, 2021 9:17 pm
I havent looked at their files, but if you want to capture a mask from a material (including any reflections/refractions), here is a sample

"Mat 2" is the material we want to capture to a mask. I set custom aov = custom aov 2 (1 is broken and bug reported already), and capture it to the blue channel.

You can then go to the schematic workspace I created called "Octane Compositor" and see the Octane Custom AOV connected to the Render AOV Group.

The Custom AOV is set to "Custom 2" and visible after "Reflections and Refractions"

Set the viewport's "view render pass" to Custom AOV 2 to see the blue mask generated by "mat 2"
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Re: Material ID through glass?

Postby Dingbat » Wed Jun 23, 2021 8:58 am

Dingbat Wed Jun 23, 2021 8:58 am
thank you again funk

i was missing setting the matching AOV and AOV channel in the material properties. and i was using Custom AOV 1 which didn't help
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