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)
Picking colors from Mat ID pass is a pain in the pass...
Feature Request: Material Mask Passes
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- PolderAnimation

- Posts: 380
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
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If this would be implemented. Don't do a Black/White Mask, but a RGBA pass. What would be even better.
I already use this by making my own. I make a separate render-Target.
You put your mesh in a Material Map, you link that to 4 shaders (one red, one green, one blue and one black).
Kernel Direct, global illumination Ambient, Environment: Texture environment, with a with texture. Power around 1.1,. (make sure all other lights except the texture environment is off). Camera imager, the response should be linear, exposure 1. Vignettting should be 0
Than you will get this (see image).
If you then shuffle the channels in you composite program to alpha (for example in nuke) you will get a nice alpha channel.
note: that the value of the color can differ if the exposure and power of the texture environment are different. The values could become greater then one or lens then one.
But, I think your solution is way beter, this is just a work around =).
I already use this by making my own. I make a separate render-Target.
You put your mesh in a Material Map, you link that to 4 shaders (one red, one green, one blue and one black).
Kernel Direct, global illumination Ambient, Environment: Texture environment, with a with texture. Power around 1.1,. (make sure all other lights except the texture environment is off). Camera imager, the response should be linear, exposure 1. Vignettting should be 0
Than you will get this (see image).
If you then shuffle the channels in you composite program to alpha (for example in nuke) you will get a nice alpha channel.
note: that the value of the color can differ if the exposure and power of the texture environment are different. The values could become greater then one or lens then one.
But, I think your solution is way beter, this is just a work around =).
Win 11 | Dual RTX 5090 | AMD Ryzen 9 9950X| 192GB
Nice workaround but too complicated, too many extra settings, too time consuming.
A simple ID Channel would do the trick.
I recently did a big archviz-project with 9 images and had to manually make masks for all of them.
Very annoying task because selections are not clean (with 5 materials: yes, with 55 materials, trees etc: no)
Architects want to adjust materials A LOT.
A simple ID Channel would do the trick.
I recently did a big archviz-project with 9 images and had to manually make masks for all of them.
Very annoying task because selections are not clean (with 5 materials: yes, with 55 materials, trees etc: no)
Architects want to adjust materials A LOT.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
+1
The latest version now supports object masking but really we need surface mask ID's as well. Agreed MatID picking sucks I have no idea how so many people are satisfied using this method.. how about intricate detail, extreme DOF or motion blur? makes for very messy colour picking. What's more ID picking can't (to my knowledge anyway) be automated in composting software
The latest version now supports object masking but really we need surface mask ID's as well. Agreed MatID picking sucks I have no idea how so many people are satisfied using this method.. how about intricate detail, extreme DOF or motion blur? makes for very messy colour picking. What's more ID picking can't (to my knowledge anyway) be automated in composting software
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145