MultiMatte R-G-B Object ID & Material ID Masking for MAX

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MultiMatte R-G-B Object ID & Material ID Masking for MAX

Postby oguzbir » Fri Oct 21, 2016 1:14 am

oguzbir Fri Oct 21, 2016 1:14 am
Render Layers is fine but too much complicated and not effective at all.
If you have a project with series of scenes with same objects. It takes too much time to setup correct renderlayers or each scene..

So we must have RGB multi matte Render Element, AOV's
That is R G B masks for Object ID's or material ID's
aaaa.jpg
aaaa.jpg (46.19 KiB) Viewed 5461 times

The idea is: ( I'll focus on Material ID's (in 3dsmax))

- Set a series of objects or materials with Object ID or Material ID with some ID numbers.
- Add multiple copies of Multi Matte Render Pass to the Render elements.
- For each Multimatte pass. You choose Which Material ID will take Red channel mask. Green and Blue.
- You keep adding MultiMatte pass and altering ID's accordingly.
- You'll have an image like below for one pass.
TP_MDW_insula_test.MultiMatteElement2.0000.jpg


Example Setup could be
MMatte set 1: Red for Windows, Greeen for Rails , Blue for Walls
MMatte set 2: Red for people , Green for paintings on walls, Blue for Floors
MMatte set 3: Red for Chrome material, Green for wood material, Blue for metal material
so on....

What is the purpose of this ? . Why is it better than Render Layers ? Why standard Object ID or Material ID not effective?
1- Render masks will be just R G and B channels. Keying tools in Nuke, Photoshop or AfterEffects works easily on RGB channel info. You say isolate Red channnel Boom! your mask is ready. No more pink purple masks with is messy to isolate by keying.
2- The ID's are set on materials (or objects)
3- If you use same objects or materials in diffferent parts of the main projects. You get to keep ID settings. No more setting this again and again in every scene.
4- In max you can copy(merge) Render Elements in to other scene setup.
5- That way you can continue using that set of Multimatte render elemens/passes for each scene without a hassle.
6- We can write or implement ID tool (image below) like known maxscript for octane to setup Render layers with a click of a button.
8- A button to create multiple Octane MultiMatte Elements passes. Automaticly sets up the passes for you..
9- There are various maxscript that enables great workflow like managing ID's (mat or obj) very effectively.
10- You have to integrate to 3dsmax's native or wellknown workflow as much as possible at some point. Or Octane will never be max's golden standard in GPU rendering.

aa.jpg


So it's way better functionality than Render layers for masking with easy setup.
Could that be done without the need of changing Octane Standalone code?

If not than tell us if there is a road block and it can't be implemented at all.

IMO adding rendering capabilities, solving out the 1.19 to v3 material conversion mayhem, adding W mapping for hair, more alembic support, Adding volume FXs
all are fine..

But you really need to start adding more workflow improvements at some time now... Especially 3dsMax truely seldomly receives workflow improments apart from standalone adaptation/versioning. I must say Octane is great and all but workflow improments really sucks...

Please do not shut the door by saying this has to be implemented in Standalone first. But Standalone doesnot have Material ID in its system.
So we'll have to look at this version 4 where there will be new stuff to be added.. ....... ... ... ..

Or just say that this won't be implemented at all in near future. That will be more than sufficient..
And let us know it you want to inform about roadmaps (if there are any) specific for Max workflow improvements.

Cheers,
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Re: MultiMatte R-G-B Object ID & Material ID Masking for MAX

Postby Jolbertoquini » Thu Mar 09, 2017 1:16 pm

Jolbertoquini Thu Mar 09, 2017 1:16 pm
reply on this location use render layer for that...https://render.otoy.com/forum/viewtopic.php?f=33&t=60015&p=307244#p307244
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