quick way to render black and white matte for an object ?

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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paride4331
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Hi thekwen,
Recently there is a new developer, I consider smart.
He made a great job with material converter V2 to V3.
viewtopic.php?f=27&t=56259#p288610
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Paride
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oguzbir
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Render layers is a good solution for a standalone and cross-platform renderer like Octane did.

But Workflow wise. it's not practical for bigger projects.
For some single image renders it's fine.
But as a professional user. I'd like to have these as a render pass. And would like to see which objects or set of object have the layer ID. And maybe an layer ID editor to easly assign bunch of objects or a material to the layer ID.

The workflow wise solution is pretty straightforward actually.
You (Otoy) have to implement Mutli Matte equivalent solution.
It would be great if developers can implement this workflow I asked in detail without the hassle for the users.
Or any workflow similar to this is fine..

viewtopic.php?f=82&t=56981
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

Hi oguzbir,
I read your tread.
I hope it will soon be possible to assign the color layer and / or object.
In this way It could resolve various needs.
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Paride
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oguzbir
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paride4331 wrote:Hi oguzbir,
I read your tread.
I hope it will soon be possible to assign the color layer and / or object.
In this way It could resolve various needs.
Regards
Paride
Dear Paride,
Yes it will solve a definite problem. Thanks.
But it has to be made sure that it's workflow efficient. Implementing render layers is one great thing I see that. Not that efficient.
(because it's a cross platform thing and lacks nativity app control (don't know others but).. Most of the features tend to be proprietary features. Since max feeds greatly on plugins and scripts, and they make like very very easier.
I and other users had this problem where we did not have a max developer or also script writer who uses (or used to ) create projects with max.
New features might again end up not being used because it doesn't use similar workflows people are familiar with..

So, plugin compability and efficientness wise, team should also make sure that it fits in a very good worklfow in this case with workflow in 3dsmax. We cannot have direct convesations with developer about these matters. How is this going to be implemented. Will it include 3dsmax's native Material ID as well? Or just Object ID?

If a feature is implemented in max and adopted from a new standalone core. Adapting the feature directly without 3dsmax (or any plugin) centric optimizations and workflow it hard to get used to the system. And it sometimes be too much impractical..
There are brilliant solutions for these problems already. If the team can meet similar solutions and provide support / compability for third party plugins and scripts or as much as they can that would be really great.
Please let developers consider this. No need to reinvent the wheel..

Best,
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paride4331
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Hi oguzbir,
I'm a 3dsMax user (sometimes I wondered why..) and I know his workflow and how this is particular and the whole ecosystem of plugins etc around it.
I understand some difficulties of 3dsmax user having to solve encountered issue workflow using Octane 3dsmax plugin.
Unlike other software and user, the majority of 3dsmax user grew up on bread and vray and other Must-use 3dsmax plugin.
This has greatly affected their workflow. I understand the hassle of having to look for workarounds to solve incompatibility issue etc.
My desire is to contribute with the developers to make smooth the Octane 3dsmax plugin workflow.
we have always keep in mind that OctaneRender is an ambitious project allows to work in cross platform level; this is a virtue but it must comply with its rules.
Octane is also an advanced render engine that looks to the future with its features.
My position is to exploits all the features in the SDK also for 3dsmax plugin, which at this time has not been fully made.
Specifically, the render layers in C4D I think is a smart solution by using the SDK features.
Having the ability to choose colors for layers and / or objects, automatically you could fix your inquiry about RGB multi matte Render Element.
My position is, however, also to look ahead to the future of the software for the render.
I think the right way is try to set aside old approaches, think looking ahead; to mediate but looking forward.
For example with 3dsMax slate material editor introduction, how many people did not think this useful?
beginning even to me it made me turn up their nose to workflow habit. How could I do less now?
With the introduction of OpenSL then I think each platform can fill and expand the potential of Octane.
All The Octane developers want to see their users happy, because they are the first enthusiastic end the participation and contribution of Octane users is very very useful.
Regards
Paride
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thekwen
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Hello,

Paride i can see you are helpfull and try to resolve many problems, so thank you and don't take my message for an aggression to you.
.
Find alternative workflows, why not but:

We are many asking for a multimatte lement pass (vray like) and that's it.
I mean it's cool to find alternative but this is not the question.
Multimatte element has proven is effiency for years in many productions and robuste pipeline.

We justa ask, will we have this render pass or not and if yes when.

That's a simple question and we wait for years to have an answer.

Kwen
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