Controllable Object ID / RGB Mulitmatte Masks

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DIO
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After render region, mutliple UVs, Matte Material ... one of the last really essential things still missing in octane 3dsmax plugin is an ID controlled
RGB-Mask in the Render Elements.
The Object- and Material-ID Passes which are currently available in info channel and in the Render elements are still assigning the colors
randomly. This is "ok" when working with Still Renderings, although there is no precise Color-picking when you have a pink object next to a purple one.
But both material and object ID are completely useless in animation !!
I always have to make extra renderings of my animations using Scanline renderer assigning Red, blue and green self-illumination materials to the
objects I want to select and color- / contrast-correct in my post work in Fusion.

Please, please, can´t we have a Render Elements pass with three slots for Red, green and blue in which you can assign at least a 3dsmax - object ID to each
color like it works with Muli-matte in Vray? I mean, is it really that hard to implement this ???

Maybe a lot of people won´t agree with me,but I really, really think this is essential for animation.
Or am I the only one who doesn´t want to just use the renders as they come out of octane, but likes to work in a compositing software like nuke or fusion.
I just want to pick my objects perfectly, and for that I need RGB Masks. I can´t work with random light green-yellowish and pink ....


- I´m sorry, I just posted this in the wrong section of the forum. Could one of the admins please move this to "Autodesk 3ds max / User Request"Forum? Thanks.
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itsallgoode9
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DIO wrote:... This is "ok" when working with Still Renderings...
Believe me, this is NOT ok with still renderings. Doing product renders, you end up with text that is only a couple pixels wide sometimes and it's impossible to get a good selection from the matID or Object ID since it uses random colors. DOF in your image?? Forget doing any kind of accurate post processing work in photoshop to that still shot. you have to manually render out separate alpha masks for each object.

They need to fix this asap. and it doesn't even HAVE to be automated color assignments. I'll gladly assign the colors myself if need be.
Last edited by itsallgoode9 on Sun Mar 22, 2015 10:39 pm, edited 1 time in total.
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RobSteady
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+1
Would be great if you could render alpha channels for materials like in Modo for example.
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gueoct
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Definitely a MUST!
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DIO
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itsallgoode9 wrote:
DIO wrote:... This is "ok" when working with Still Renderings...
Believe me, this is NOT ok with still renderings. Doing product renders, you end up with text that is only a couple pixels wide sometimes and it's impossible to get a good selection from the matID or Object ID since it uses random colors. DOF in your image?? Forget doing any kind of accurate post processing work in photoshop to that still shot. you have to manually render out separate alpha masks for each object.

They need to fix this asap. and it doesn't even HAVE to be automated color assignments. I'll gladly assign the colors myself if need be.
You´re absolutely right, specially the DOF problem.
Because I have to render out extra Masks for my objects with scanline, I don´t use the Octane DOF in Animation anymore. This is a pity. A great feature, useless for animation.

Please, dear developers: Creating useable masks is really one of the most basic features still missing.
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pegot
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+1
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jingles
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+1. Extracting these is crazy. I build another C4D project and render out ID's with the standard renderer.

I also find numbering the object ID's with tags doesn't work as expected. If all my objects in a scene have object IDs, and all the tags are either 1 or 2, I'd expect to get a pretty straight forward object ID render of 2 colors yet its still a multi color render. What's up?

Of course, i'm grateful for all the work so far but do see this as a must have requirement.
Thanks
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rappet
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+1

I have found this post when searching for controllable Mat ID ;)

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Berge
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Is this coming in v3?
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RobSteady
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Berge wrote:Is this coming in v3?
They're busy with more important stuff...
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