Object ID in After Effects

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jeffbriant
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Hey all, I was wondering what some of you do in terms of workflow when you render an object ID (best way for object buffers if you ask me). I render everything perfect and all of the different meshes are separated in the pass but the 3d channel effects in AE don't recognize the object ID's so I've been just color keying them, even then that's not perfect and if there are alot of colors, things get messy.

Anyone have a better workflow for this?
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aoktar
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Don't use object ids. Check out layer id. It's assignable via object tags to any objects
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jeffbriant
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aoktar wrote:Don't use object ids. Check out layer id. It's assignable via object tags to any objects
Is there a tutorial for this, or is this that render passes thing you just wrote about in that latest update you posted today? In that case I'll just upgrade now.
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aoktar
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I cannot find time to do tutorials. Just some info there and check standalone topics. Also they are not complex to find how works with a few tryouts.

Set layerIDs from object tags for objects. Activate render layer. That should be enough to produce groupped colors.
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fatfreemedia
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You can probably narrow your pass down by materialID first, then objectID if you don't want to use layerIDs.
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miohn
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Hi,

simplest use in AE (for me) is to use pure b/w passes
which you get in Octane with Layer IDs.

Give an object an objectTag and under ObjctLayerTab set Layer ID to f.e. "2"
In Rendersettings enable RenderPasses and (in 2.21.1) under
InfoPasses unfold RenderLayerMasks and there check ID2
(the right box, not the animation button)

Thats all.

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sphericall
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miohn wrote:simplest use in AE (for me) is to use pure b/w passes
which you get in Octane with Layer IDs.
Give an object an objectTag and under ObjctLayerTab set Layer ID to f.e. "2"
In Rendersettings enable RenderPasses and (in 2.21.1) under
InfoPasses unfold RenderLayerMasks and there check ID2
(the right box, not the animation button)
After upgrading to 2.21.1 when I enable Render passes than everything renders black. Why is that?
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aoktar
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be sure "Render layer" selected and render method is "Resend only updated objects"
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sphericall
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aoktar wrote:be sure "Render layer" selected and render method is "Resend only updated objects"
Thank you. It helped :D

But it needs to render the same sequence two times. One pass to render everything, and second to render selected Render Layer ID.
What if I want to have separate object buffers only? I remember it was working in previous releases...
I want only selected objects to render with their own alpha channels without the need to render it separately second time.
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aoktar
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Yes, that's problem. Thomas will fix that. It will allow to get render layer ID without masking the main render. Also i can advice this custom render layer masks to produce alphas for object groups. Just select as in picture and fire your renderer. There is a sample scene to check in 2.21 topic.
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