Deep Channel Kernel -> Material ID separate channels

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w5render
Licensed Customer
Posts: 2
Joined: Wed Oct 19, 2011 9:05 pm

First of all the deep_channel_kernel is a great new feature. Thanks a lot!!!

I have unsuccessfully tried to got the separate color channels form the Material ID, to use them as mask in Photoshop.
The UserManual says "Material ID: Every material pin is represented as a separate color."

To be honest, I'm not sure if I correctly understood how to use Material ID.
Actually, I thought that all colors are stored in a separate channel, so that you can use each channel as a mask?

But for some reason i don´t get them or even get a multilayered untonemapped EXR.
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

When you render your main image, then you can render a material id pass. In photoshop you can use magic wand selection tool to select a specific colour on material id and modify that element from your main rendering accordingly. Alternatively you can hide your material id pass in photoshop while you chose an object. Benefits are to perhaps make adjustments to colours on objects and change them so you don't have to render again.
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ROUBAL
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Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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Material ID pass is a very precious feature for post processing, as a helper to select accurately desired areas. For example it allows to change the color of a car or a cloth on a character, brighten or darken a material without modifying the scene and rendering again.

Sorry, I hadn't read enough : I have just seen that MaTtY631990 already said the same thing ! :lol:
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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