Since no Admin moved this topic I accidentaly postet in "general discussion" over in here, as I requested,
I´m creating this topic again:
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 am a freelancer, and two studios I´m currently working with, won´t use Octane mainly because of this missing feature. They like octanes render quality and speed, but the compositing artists working in fusion, refuse to use
it because of the missing RGB masks. The announcements of Octane 3.0 features like Volume Rendering, deep pixels and so on are really great. But absolutely basic features are still missing in version 2.0, so please finished that first.
Controllable Object ID / RGB Mulitmatte Masks
Same over here.
I'm working in an Archviz office. We do many projects with V-Ray and Modo, simply because you can render masks very easy.
We usually don't do big projects with many images with Octane because of the lack of this feature. So having Mat ID is not "ok when working with Still Renderings". Picking colors from Mat ID is not precise and very time consuming.
For us (and I guess all people working in archviz ) it would be great if we could have an extra ID channel for every material.
Material sidewalk: Mask ID 1 -> Render Output: sidewalk_mask.png
Material curbs: Mask ID 2 -> Render Output: curbs_mask.png
Material glass: Mask ID 3 -> Render Output: glass_mask.png
Material facade: Mask ID 4 -> Render Output: facade_mask.png
............
(Black/white masks that is)
I'm working in an Archviz office. We do many projects with V-Ray and Modo, simply because you can render masks very easy.
We usually don't do big projects with many images with Octane because of the lack of this feature. So having Mat ID is not "ok when working with Still Renderings". Picking colors from Mat ID is not precise and very time consuming.
For us (and I guess all people working in archviz ) it would be great if we could have an extra ID channel for every material.
Material sidewalk: Mask ID 1 -> Render Output: sidewalk_mask.png
Material curbs: Mask ID 2 -> Render Output: curbs_mask.png
Material glass: Mask ID 3 -> Render Output: glass_mask.png
Material facade: Mask ID 4 -> Render Output: facade_mask.png
............
(Black/white masks that is)
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti