Is object ID Broken?
Moderator: JimStar
- itsallgoode9
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is there some magical trick to ObjID i'm missing? Every object comes out the same color. Same thing happens with Render Layer ID. Thanks.
- itsallgoode9
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Hey JimStar, I have the objects set to scatter and everything still renders out as a single color.
- itsallgoode9
- Posts: 894
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- Location: New York City
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Same thing...everything is all one color, even though I have all objects set to a non "global" setting and set on different octane layers.renmaxhb wrote:set Keinel type Info Channal
Can somebody just objID on a semi recent version of octane for maya? I know how the setting are supposed to be set for this to work (i've done it plenty in the past) but the way all the responses are sounding, i'm the only person having an issue with this.
Agreed. I've given up using render passes. I end up generating motion vectors in Nuke through optical flow; it's the only way I can get motion vectors without baking.
Even alpha channels are a problem; I can't find any way to render out a premultiplied HDR-lit object without the HDR background environment being included in the soft edge. So once you comp the premult'd image over a background you end up having to shave edge pixels to get rid of the HDR IBL. I feel like I'm back comping CG in the nineties again...
Even alpha channels are a problem; I can't find any way to render out a premultiplied HDR-lit object without the HDR background environment being included in the soft edge. So once you comp the premult'd image over a background you end up having to shave edge pixels to get rid of the HDR IBL. I feel like I'm back comping CG in the nineties again...
- k.a.schubert
- Posts: 137
- Joined: Mon Feb 22, 2016 2:52 am
Hi pixerati2,pixerati2 wrote:Agreed. I've given up using render passes. I end up generating motion vectors in Nuke through optical flow; it's the only way I can get motion vectors without baking.
Even alpha channels are a problem; I can't find any way to render out a premultiplied HDR-lit object without the HDR background environment being included in the soft edge. So once you comp the premult'd image over a background you end up having to shave edge pixels to get rid of the HDR IBL. I feel like I'm back comping CG in the nineties again...
would help if you got a little sample scene for this.

Object IDs are simply not supported yet in the plugin, in difference to Renderlayer IDs, LightPass IDs and Material IDs (if geometry type is not global).
Best,
Kai