Page 1 of 1
Material ID
Posted: Tue Feb 10, 2015 3:24 pm
by prodviz
Hi Jim
can you give us a brief tutorial on setting up the Material ID.
I'm after a red, green, blue, red, green, blue etc. pass for all shaders.
I've got the Object ID working, but these give random colours and ID 2 showed up in the ID 1 pass.
cheers.
Re: Material ID
Posted: Tue Feb 10, 2015 4:50 pm
by ciboulot
HEy Prodviz,
Since the begining we haven't been able to determine a wanted color for the material ID. All the colors are randomly set.
Then we use a plug in Nuke named IDselect. But to get rid of the fringe between all the colors we have to render the material ID twice the resolution of the color render. Not simple.
But I would be very glad if you shared with the way you made the Object ID working. All we get here is red color on all the objects.
CHeers
Re: Material ID
Posted: Tue Feb 10, 2015 5:15 pm
by Jolbertoquini
ciboulot wrote:HEy Prodviz,
Since the begining we haven't been able to determine a wanted color for the material ID. All the colors are randomly set.
Then we use a plug in Nuke named IDselect. But to get rid of the fringe between all the colors we have to render the material ID twice the resolution of the color render. Not simple.
But I would be very glad if you shared with the way you made the Object ID working. All we get here is red color on all the objects.
CHeers
Would be good to have the coverage pass as MentalRay in my workflow I use mental ray ID and the coverage pass to have the extract of the alpha.
If you check this render I use a ID without aliasing or filter and the coverage is the aliasing and filter if I multiply with the extract alpha I get the right one.
I think we should have the same on Octane.Then I don't need use Mentalray for that.
Re: Material ID
Posted: Tue Feb 10, 2015 5:25 pm
by ciboulot
I see your workflow.
But something is bothering me. You can't manage to get the same antialiasing as in Octane.
Don't you get some spilage or fringes when you work on your compositing?
Re: Material ID
Posted: Tue Feb 10, 2015 5:30 pm
by prodviz
ciboulot wrote:HEy Prodviz,
Since the begining we haven't been able to determine a wanted color for the material ID. All the colors are randomly set.
Then we use a plug in Nuke named IDselect. But to get rid of the fringe between all the colors we have to render the material ID twice the resolution of the color render. Not simple.
But I would be very glad if you shared with the way you made the Object ID working. All we get here is red color on all the objects.
CHeers
I've only carried out a quick test so far, by adding a different ID number to each piece of geometry (in the Attributes tab).
I'd like to have r,g,b,r,g,b etc. if poss.
Re: Material ID
Posted: Tue Feb 10, 2015 5:47 pm
by ciboulot
Did you set the layer ID?
Because I don't have Object ID, I only have Layer ID. WHich is great by the way
Re: Material ID
Posted: Tue Feb 10, 2015 6:03 pm
by prodviz
Ok, just tried Layer and object ID.
Switched Layer ID's on.
Added different ID numbers to 3 objects.
All 3 objects render red in both the Object and Layer ID pass.
Re: Material ID
Posted: Wed Feb 11, 2015 9:45 am
by Jolbertoquini
ciboulot wrote:I see your workflow.
But something is bothering me. You can't manage to get the same antialiasing as in Octane.
Don't you get some spilage or fringes when you work on your compositing?
For me is work perfect but at the company I work this one of the reasons we still mentalray for that I need find a ways to get this in Octane.
To be abble to add Octane as main Render engine. but for me was fine some times I had to erode a bit at Nuke but is fine for now hope Otoy give a prope coverage pass. and ID without anti-aliazing.
