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  • VRayMtlID

    How do you use it and what are the benefits of other masking methods? How do you assign the color?
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090
    • ​Windows 11 Pro

  • #2
    Seems like a less sophisticated version of cryptomatte. The colours are assigned based on the id number somewhat arbitrarily. Only way I see this useful is in 32bit exr compositing workflow, but with no aliasing this feels like a last resort masking.

    Comment


    • #3
      It does antialias if required, but with cryptomatte implemented I can't see any benefit whatsoever in using anything else - apart from maybe that cryptomatte is atm only bucket, which is less than ideal but hopefully addressable.
      Although I guess, thinking about it, it'd be a workaround to render a rapid noisy version of the render purely to output the cryptomatte. Cryptomatte is cool

      Anyway Bobby, to use it if you have, say, 3 materials on 3 faces of a cube and you just need to set each to it's own channel id, found to the left of the 'show map in viewport' button
      Set Vraymtid to colour(AA) for AA.
      https://www.behance.net/bartgelin

      Comment


      • #4
        Channel ID... where do you find this? I tried Material ID and Object ID, but I didn't get anything.
        Bobby Parker
        www.bobby-parker.com
        e-mail: info@bobby-parker.com
        phone: 2188206812

        My current hardware setup:
        • Ryzen 9 5900x CPU
        • 128gb Vengeance RGB Pro RAM
        • NVIDIA GeForce RTX 4090
        • ​Windows 11 Pro

        Comment


        • #5
          It's the same button...just my descriptor...it's a material ID channel
          So you have 3 materials and you have each one set to e.g. mat id 1, 2 and 3..et voila!
          https://www.behance.net/bartgelin

          Comment


          • #6
            Yeah, it isn't working for me. I'll try it again on my next project.
            Bobby Parker
            www.bobby-parker.com
            e-mail: info@bobby-parker.com
            phone: 2188206812

            My current hardware setup:
            • Ryzen 9 5900x CPU
            • 128gb Vengeance RGB Pro RAM
            • NVIDIA GeForce RTX 4090
            • ​Windows 11 Pro

            Comment


            • #7
              That's odd - I'll upload a scene when I get back.
              Just to be a little clearer the mat id is set at the parent level of the shader - nothing to do with bitmaps or other stuff.
              Then as long as you have the vray mtlid they should all show as a render element.
              https://www.behance.net/bartgelin

              Comment


              • #8
                Here is a simple scene showing application
                https://www.dropbox.com/s/ldhy5hks3g...MATID.max?dl=0
                https://www.behance.net/bartgelin

                Comment


                • #9
                  But, everything has a material id of default 1, no? I'll look at your scene, thank you.
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090
                  • ​Windows 11 Pro

                  Comment


                  • #10
                    OK, figured it out. GPU doesn't support it, which is why it doesn't work for me. I use PSD Manager to mask everything by layer, but it doesn't work with GPU. I need an easy way to mask things, so I thought I would try VRayMtlID. I'll use VRayObjectID, which works.
                    Last edited by glorybound; 25-07-2019, 03:18 PM.
                    Bobby Parker
                    www.bobby-parker.com
                    e-mail: info@bobby-parker.com
                    phone: 2188206812

                    My current hardware setup:
                    • Ryzen 9 5900x CPU
                    • 128gb Vengeance RGB Pro RAM
                    • NVIDIA GeForce RTX 4090
                    • ​Windows 11 Pro

                    Comment


                    • #11
                      Don't.
                      Rather use Multimattes in objectID mode.
                      That will give you anti-aliased masks, as opposed to integer ones which come without (for GPU at least. With CPU you'd get AA in those as well.).
                      It will also save you from having to select AAsed color pixels against arbitrary BGs (ie. black would be good, but then when they overlap the colors may mix in an unfriendly way.), as it will contain one ID per channel (one in R, one in G, one in B, and so on for each MM RE you'll add.).
                      It's a bit more laborious to set up manually, but it's a tried and tested method, one that worked exceedingly well for many years in the heaviest of productions.
                      It's also fairly easy to switch between Material ID and Object IDs, should the need arise.
                      Last edited by ^Lele^; 25-07-2019, 06:18 PM.
                      Lele
                      Trouble Stirrer in RnD @ Chaos
                      ----------------------
                      emanuele.lecchi@chaos.com

                      Disclaimer:
                      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                      Comment


                      • #12
                        I'm trying to see if Cryptomatte is a good alternative. From what I'm seeing on my machine and what I read here, Cryptomatte is not antialiased. That eliminates it as a viable matte solution from my perspective. I've tried the cryptomatte render element with 'Filtering' on and off and there is no difference. What am I missing that makes Cryptomatte a useful matte?
                        ------------------------------------------------------------
                        V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
                        -----------------------------------------
                        Autodesk Expert Elite Member
                        ------------------------------------------------------------

                        Comment


                        • #13
                          Originally posted by RobH22 View Post
                          What am I missing that makes Cryptomatte a useful matte?
                          The rendering of it at twice the resolution, selection with that, and then scaling down to size to antialias.
                          In a proper compositing software, like Nuke or Fusion.

                          The above is the usual approach for non-filtered elements (pPos, Z, renderID, etc.) : make a dedicated pass (i.e. max scene with overrides, lights off, etc.), render it quickly at twice (or more!) the resolution, and use the elements in a compositing package, so the selections gets at the least bilinearly filtered via rescaling.
                          Anything that falls short, is then handled by the crafty compers, usually very skilled in edges' management.
                          Lele
                          Trouble Stirrer in RnD @ Chaos
                          ----------------------
                          emanuele.lecchi@chaos.com

                          Disclaimer:
                          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                          Comment


                          • #14
                            Originally posted by ^Lele^ View Post
                            The rendering of it at twice the resolution, selection with that, and then scaling down to size to antialias.
                            In a proper compositing software, like Nuke or Fusion.

                            The above is the usual approach for non-filtered elements (pPos, Z, renderID, etc.) : make a dedicated pass (i.e. max scene with overrides, lights off, etc.), render it quickly at twice (or more!) the resolution, and use the elements in a compositing package, so the selections gets at the least bilinearly filtered via rescaling.
                            Anything that falls short, is then handled by the crafty compers, usually very skilled in edges' management.
                            Most excellent advice and workflow tips. I appreciate this!


                            Reporting back in:

                            That works extremely well Lele. Thanks again for lending your technique.
                            Last edited by RobH22; 26-02-2021, 01:16 PM.
                            ------------------------------------------------------------
                            V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
                            -----------------------------------------
                            Autodesk Expert Elite Member
                            ------------------------------------------------------------

                            Comment


                            • #15
                              I'm curious Lele - why would you need to render cryptomattes larger in order to antialias them? They are already perfect masks as far as I can see....I thought that was the whole point of using them, because they were mathematically
                              generated and can see more values and thus create a more faithful mask than rgb can.
                              https://www.behance.net/bartgelin

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