Rendering Layer IDs

Autodesk Maya (Plugin developed by JimStar)

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Jolbertoquini
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prodviz wrote:Cool.

Do you have a Photoshop script for selecting any colour ID?

Cheers
I don't have but maybe quite easy to create but without the coverage pass will be hard to get nice results .... :|

check that link for the process is quite easy http://www.sigillarium.com/blog/lang/en/379/

to explain basically without aliasing we can select any coulour and extract then without issues then just multiply with the actual mask extract from the ID.

at Nuke is a quick script to setup. and we get really close results from a normal alpha rendered from the engine
Last edited by Jolbertoquini on Tue Mar 15, 2016 10:31 am, edited 1 time in total.
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prodviz
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Thanks for the info.

I must say though, I don't want 'really close results'.

I would rather have multiple files with red, green and blue mattes, or a psd/exr with multiple alphas.

Cheers
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Jolbertoquini
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prodviz wrote:Thanks for the info.

I must say though, I don't want 'really close results'.

I would rather have multiple files with red, green and blue mattes, or a psd/exr with multiple alphas.

Cheers
is all about size of course for stills you can do individuals alphas but for video make a lot of passes and limitation you can use the normal material ID with photoshop
use the tools at select/color range the play with the slider to get the close value some cases after create the mask you need contrast then with refine edge on selection options.
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prodviz
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I agree. All dependent on stills or video.

I work on a lot of still shots, and so want the alpha to be spot on, without having to tweak.

Cheers.
itsallgoode9
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prodviz wrote:I agree. All dependent on stills or video.

I work on a lot of still shots, and so want the alpha to be spot on, without having to tweak.

Cheers.
Same here. It's pretty annoying to STILL have to isolate objects and render alphas per object, just to get accurate masks.
calus
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updating this thread as is it pinned in the Forum and contain misleading information:

For people trying to get pure R G B in the render layer ID pass, you need to use ID 73, 18 and 36.

73 = Red
18 = Green
36 = Blue


But a better workflow is to use the object layer color pass (so no renderLayer involved), and set the color for each shape in the "layer pass color" attribute (easy way is to use the channel box for multiple selection).
Pascal ANDRE
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